You can choose whatever transform orientation you want to use instead of Local. if you are constraining transforms to some axis with shortcuts x, y, z or middle mouse button, you can just hit it again with Local orientation set to temporarily use global orientation anyway:
This works the other way around if you have global orientation selected as well.
The "Clamp To" constraint and the "Track to" constraint can co-exist on the Object Constraints panel. Place the "Clamp To" above the "Track To", so that the track targeting happens from the newly clamped location.
In this example, the object's location is clamped along a path defined by a Bezier Curve, and its X axis targets an Empty.
As far as I know object scale can only be done along its own axis (X, Y and Z).
So if we have this cube orientation (rotated 45 degrees around Y for instance):
it cannot be scaled in the global Z axis only.
That's why we have this result:
So to obtain the wanted diamong shape, you need to either:
Apply rotation CtrlA and choose 'rotation'. Then scale ...
You can enable Snapping by pressing the magnet at the top of the screen. If you click on the drop-down menu next to the magnet icon, you can change what Blender will snap to.
To toggle snapping via a keyboard shortcut, press Shift+Tab. Pressing Ctrl+Shift+Tab will bring up a pop-up menu for changing the snapping object.
If you don't want to toggle snapping,...
You can do one of two things:
You can select the 'Move' tool in the toolbar (T) or press Shift+Space> G:
If you would like the gizmo to appear regardless of the tool you have selected, click the 'Viewport Gizmos' button in the 3D View header, enable gizmos for active object by enabling the 'Active Object' option and then enable the 'Move', 'Rotate' or '...
I see two workarounds:
1. Object origin
If you have no need to keep the origin of the triangle in its geometry center, you can just move it at the same coords of the cube's origin:
Select the cube;
Press SHIFT+S and click "Cursor to Selected" in the dropdown menu;
Select the triangle;
press CTRLSHIFTALTC and click "Origin to 3D Cursor" in the dropdown ...
Let's see if I understand: you have a cube that is not aligned to the XYZ axes:
If you want to rotate it along its Local Z axis, then you only have to do R, then Z twice ("Rot: along local Z" appears in the status bar):
However if you want to animate the rotation of the object through keyframes, you first need to set its Rotation mode to "Quaternion":
Yay! I actually managed myself to make a brute-force artist-made stupid script that seemed to actually work well for the many types of situations one faces with 100s of different polygon-objects.
Select an object with less polygons than 2000 (otherwise it takes ages, 500 polys takes like 30 seconds)
Run the script
# WARNING: This is quite a heavy ...
You need to set the object's origin to the center of the circular base.
Go into Edit Mode (Hit Tab). In edit mode you can select vertices, edges or faces. To switch the mode to vertices, or edges or faces hit CtrlTab. Select the one that's convenient for you.
The goal is to have the center vertex on the circular base selected or a loop of edges around ...
I just finded a workaround.
Go to Layers of Grease Pencil, and under the Relations drop menu you have to Parent the Layer to the Camera.
To predict better the draw radius I set up the grease pencil to draw with 3D Cursor and in Side (Y-Z) or Front (it depends). Remember that you have to place the cursor closer to the camera so it overlaps any other model ...
I'm afraid it isn't possible to set rotation directly to the 3D cursor but you can achieve a similar effect with a number of steps.
First, add an Empty to the scene - this will, by default, be added at the location of the 3D cursor.
Add a Track To constraint to the object you're trying to orient. Set the Target to the newly added Empty. Configure the ...
I would create a Cube and position then delete unwanted Edges in Edit mode.
In Object Mode I would press Alt+C to convert the Object to a Curve from Mesh and then in the Data Tab for Curve, Fill: Full at a Depth and Resolution that suits my needs.
Once settled, I could color the axis or texture the object by converting it BACK to a Mesh from Curve so I was ...
You can't change the bone local axis, for example the tail will always point to the local Y axis.
I think you are confusing the global axes and the local axes. Actually when you choose to display the bone axes (in the Properties panel > Data > Display) it will display the local axes of each selected bone. Same as if you switch the Transformation ...
Nevermind. I discovered the solution. All manipulation tools have their own definition of Trasform Orientations that will only respect the TO of the viewport if it is as 'default'.
As my Move Tool was with Transform Orientations = Normal, it was no use changing the TO of the viewport. Just set to 'default' to resolve.
Thank you. I'll leave the topic to ...
GG doesn't snap, perhaps because if you use it on multiple vertices, they all move in different directions.. (I think it still could be implemented, but that's another story)
G along a defined axis does snap, so you just have to create a defined axis from the edge you're sliding down, by creating a Custom Orientation from it. In 2.79, that's CtrlAltSpace. ...
Ok, it seems I just needed to say it out loud to actually guess the solution.
Here it is:
.- [menu] Edit -> [entry] Preferences...
-. [section] Keymap
.- [search filter] filter by Key-Binding (rather than by Name)
-. [search field] enter: Y
.- look for Y axis and Y plane
Then just click on the key binding button (first to last in the row) and press the ...
Create a new transform-orientation based on sub-object (component) geometry, like edges. The Z-axis will point in the direction of the cross-product of any two edges selected.
If you are not familiar with that term, the cross product is the vector that is normal to 2 other vectors. Keep the following in mind as examples:
The Z-axis is the cross-product of ...
There is a rule to give the proper orientation:
The particle object is considered along its Y axis and this is the axis that will give you the Z (say Z for now, but see below) on the mesh the particles are.
So if you want the carrots to be up (Z), you'll need to change them in edit mode so that what will be Z as particles is Y for the carrot mesh.
On the ...
The Solidify modifier like many others, can be assigned to a Vertex Group. In the case of Solidify, the vertex weights affect thickness. If you paint a linear gradient down the right axis:
Then there's quite a lot of tweaking-room left in the Solidify's 'Thickness' and 'Factor' settings .. maybe enough to get the precision you need?
In object mode you can read the orientation of the whole Armature object (which is the orientation of its origin, and can also be in a location in which there is no bone), in edit mode you can read every single orientation of every single bone of the armature.
The orientation of every bone is displayed at the tip of the bone, but I think is more intuitive ...
The simpler method to achieve the result is to animate the screw in vertical position, set the screw to be child of an empty and then tilt the empty 30 degrees (in this way you can even animate the tilt angle).
In user views, you can control the visibility of the axes and grid floor in the 'Display' panel of the properties region in the 3D View window.
I don't know why, but this doesn't work in the preset orthographic views (Top, Left, etc.). To hack out of that, convert the preset view to a user view from exactly the same angle, by tilting away and back again: ...