Ascending Circle Builds

Hey all, Souleth here. (Requesting advice from scripters or builders. This is a repost due to incorrect tag apparently from moderation).

I know the “hoW dO I mAke PerFeC CisrcLE!!?” topic has been done to death. Unfortunately, I cannot find sufficient & helpful guides on the topic and thought it would be useful to bring up something new.

First off, I have tried using Archimedes, wedges, and other methods. It does not work for this particular build and always results in bad positioning (e.g. 1.392993 decimal positioning) or with gaps between the objects. I’d prefer not to use GapFiller due to texturing and part count requirements. Additionally, these methods don’t work for builds that have circle structures going up.

Second, for specifics on what I mean here - examine the below


Both of these builds were done using Archimedes, reducing by 0.25 in 2 stud increments to meet the math so to speak. I also, as a last resort, tried using corner wedges (this still left tiny gaps between the builds).

With this said, I understand I could “just go find an object in blender” but 1) I’d like to think this should be possible in studio alone and it’s worth asking here, and 2) the build I’m working on is complicated enough that I would prefer the flexibility (and taking into consideration my skills are far better in studio) that this set up offers.

Anyone with advice, even if it’s “don’t be silly, you could just do x and y” would be appreciated.

Thank you.

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You could try using unions. You’d need to overlap the parts and then trim the bits that stick out using the union features. I don’t believe this method will be the best for optimization, but at least it should be possible.

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Collision issues unfortunately. Although, maybe converting it back into blender with meshing might fix it? I’ll get back to you.

For anyone who does stumble upon this post:

  • Gapfiller, alignment and archimedes does not work no matter where you position your parts, whether you use wedges, corner wedges or ordinary parts.
  • Unioning does not work due to the collision it creates for builds that have interiors. Even without interiors, it creates texturing issues.
  • Cannot negate parts with a cylinder and sphere for the same reasons mentioned above.

The only solution, sadly, is to use blender or other 3D modelling software.