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Here are the steps involved in adding one object to another: For simplicity's sake, we'll call this the main object. With all that said, you will need to select one particular object as the one that the modifier will be applied to. You simply repeat the step for each extra object till you have one complete model. That said, again, they will act as one object and will rotate or scale together. For instance, it is not recommended to print where there are intersecting areas between objects in a model. However, by doing so, it is easier to check for errors. They are simply intersecting through one another. Other parts: It's key to remember that even if the objects are touching when being joined, they are not connected together.
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To select an object as the parent, it will need to be selected last. This could be the most prominent object, the body of a character model, for example. The parent: There is always one object that will be the "parent" of all other objects that are being joined.However, before we dive into the steps involved in joining objects, here are a few things to understand: So for clarity's sake, you can join the pieces together in their assembled state while in Blender, then have them printed separately in actuality. While you can rotate, scale, or move them, they do remain unattached.įor example, you could be modeling a complex miniature model, or a mechanical part that must be assembled after printing. When the objects are joined together, they are actually not geometrically connected but are simply marked as one object. To start off, it doesn't work the way a lot of people may expect.
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