Brute Force Way -- create a cylinder and right click then left click on "faces" Delete all faces on the flat ends.
Go back to object mode (right click -> object mode) and click on your headless cylinder and then press ctrl+c then ctrl +v to duplicate your cylinder. Deselect everything then click on the cylinder again (to select one of the two cylinders identicle) then press "r" to bring up the scale tool.
Then, hold control and whatever axis is along the length of the cylinder (you DON'T want to adjust the heigh, just the length and width by equal amounts) drag that axis up and down until you got your inside cylinder scaled properly.
**You'll probably want to flip the normals inward, especially if its going into a game.**
To create the lips to join the two cylinders together into a tube -- I just use the "polygons -> create polygon tool" tool to add the faces inbetween the two cylinders.
Combine all the faces then merge the vertices to create a solid mesh (check your face normals).
Easy Way
Create a cylinder, then copy/paste it over itself.
Deselect then select just 1 of the cylinders and open the scale tool. On the length-wise axis pull up to make the 2nd cylinder longer than the first, then hold control and pull down to make it skinnier than the first. (see figure 1)
Select the small fat one then shift-select the tall skinny one, then go to "polygons -> booleans -> difference" -- voila. Check the normals though... just in case.
Mee too :attn: .yup,
thanks Glicerart for this question and those who help
i learn the most important here :attn:
Thats the point -- it IS time consuming and not recommended... but whats more time consuming? brute forcing your project than moving on, or waiting for someone to tell you the proper way?Originally posted by nowonder
i find it a little bit "time consuming" to add the faces inbetween the two cylinders - the brute force way
coz if the poly got many "subdivision around axis", how r we gonna do it? is there any fast trick here?
and the second way, (more faster imho)
It creates a hole through the solid object it thinks you have.Originally posted by nowonder
why the resulted boolean operation for this quite same 2 objects is different?