Timeline for Add the Same Modifier to Multiple Objects at Once?
Current License: CC BY-SA 4.0
20 events
when toggle format | what | by | license | comment | |
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Jul 11, 2022 at 21:44 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 4.0 |
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Jan 16, 2021 at 18:20 | comment | added | james_t | But this will not work on objects to REENABLE a disabled "Selectable" or "show in Viewports", including if you try to muti-select via the Outliner. | |
Jun 10, 2020 at 12:57 | history | edited | CommunityBot |
Commonmark migration
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Dec 13, 2018 at 12:40 | comment | added | Christos | "you can use Ctrl + L to copy the modifier on one mesh to all the other selected ones" I believe the above statement is inaccurate, because you copy All the modifiers from one to the other object and also because the target object looses all Other modifiers it may have. So The modifier is not copied from active to target, but rather the selected target(s) inherit all the exact same modifiers as the active source. | |
Sep 7, 2018 at 19:03 | comment | added | Manu Järvinen | @AlessandroPezzato With Alt+C on multiple objects you can Apply multiple modifiers to them, see blender.stackexchange.com/a/8766/8282 | |
Jan 11, 2016 at 13:08 | history | edited | iKlsR | CC BY-SA 3.0 |
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Jun 14, 2013 at 16:57 | comment | added | Alessandro Pezzato | Ok, this sounds better, apply was ambiguous. Thank you :) | |
Jun 14, 2013 at 16:51 | history | edited | iKlsR | CC BY-SA 3.0 |
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Jun 14, 2013 at 16:49 | comment | added | iKlsR | @AlessandroPezzato just minor terminology, since we usually say apply in Blender when talking about modifiers. I changed it. | |
Jun 14, 2013 at 16:48 | comment | added | Alessandro Pezzato | Sorry, but I don't understand where this is specified, as you've used the word apply to describe the CTRL+L, which works fine to copy modifiers to all objects. | |
Jun 14, 2013 at 16:43 | comment | added | iKlsR | @AlessandroPezzato did you read the answer? You cannot do this out of the box with Blender, you could probably with a script. | |
Jun 14, 2013 at 16:34 | comment | added | Alessandro Pezzato | How to apply the modifier to all selected objects? | |
May 25, 2013 at 2:50 | comment | added | iKlsR | @Stephen Every object in Blender has an identifier behind it, we call this its data, this makes them unique in a sense meaning that they are separate, they are their own entities. Normally you wouldn't want several objects all sharing that same information for obvious reasons. | |
May 25, 2013 at 2:46 | comment | added | Stephen | What exactly do you mean by keeping them unique? | |
May 25, 2013 at 2:43 | comment | added | iKlsR | @Stephen great, it is also a good idea to keep them as unique objects. | |
May 25, 2013 at 2:42 | comment | added | Stephen | Okay, thanks. That is best for me for the most part. Of ten I want to apply the same effect to all the objects, and then modify a few of them relative to that. | |
May 25, 2013 at 2:39 | vote | accept | Stephen | ||
May 25, 2013 at 2:37 | comment | added | iKlsR | @Stephen IIRC, it has something to do with Object Data, I am not entirely sure it is possible tho. Linking an objects data can have the material update but I don't think it works with modifiers. | |
May 25, 2013 at 2:33 | comment | added | Stephen | Is there a way to make the link continually update? I linked the modifier to the objects as you said, but when I changed the modifier properties on the original object, the other ones stayed the same as they were when I first linked them. | |
May 25, 2013 at 2:26 | history | answered | iKlsR | CC BY-SA 3.0 |