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13

Face instances. TBH not totally sure I'm on track here, re symmetry of desired result, will go thru the process of adding as dupliface objects, aligned to the face normals Enable Add Mesh Extras Addon and add the dodecahedron from the presets Add Mesh > Math Functions > Regular Solids Add a dodecaheron, dissolve the long edges crossing the pentagon ...

13

This can be done via the UI.. it's relatively destructive, but here goes.. Enable the shipped add-ons Add Mesh : Extra Objects, and Bool Tool Set your Pivot to 'Individual Origins', and your Transform Orientation to 'Normal' Add a Mesh > Math Function > Regular Solid > Dodecahedron ShiftG Select Similar, by Length, unwanted edges, and CtrlX ...

7

You could use a Lattice modifier, it works fine with beveled bezier (just keep in mind that when you create your lattice, adapt its size to the object in Object mode, not in Edit mode):

6

Top view for camera has no translation or rotation. See. Align camera to view precisely and automatically, without manual fiddling How to convert current view as camera? Oops, realized after making gif q asked for perspective rather than ortho. ie don't change to ortho, however ortho is IMO may be a better way to make text look 2D. In the cameras property ...

5

Via mathutils.Matrix.Rotation constructor. Given an axis angle rotation provides just that, can make a matrix from the components. Matrix.Rotation(angle, size, axis) >>> q Quaternion((0.44383183121681213, -0.3263395428657532, 0.8345092535018921, 0.010497181676328182)) >>> axis, angle = q.to_axis_angle() >>> R = Matrix.Rotation(...

5

The Interactive Navigation controls can be toggled by pressing the gizmo icon in the upper right corner of the 3D view or by pressing ⎈ Ctrl` (backtick not single quote/apostrophe).

5

EDIT: so I've just realized that all your cones are supposed to converge towards the same point, in that case, as Robin says, you can just press E to extrude then press Enter right away, and scale down with S0. When all your cone tips are on the same point, merge by distance with AltM A simple Extrude will extrude along the Z local axis of the selected faces....

4

Nowadays, it's: (Object Mode) Header > Options > Affect Only > 'Origins'. (Edit Mode) Select a face/3 verts (Z normal) or edge/2 verts (Y along) you want to align to, and create a Custom Transform Orientation from the selection. (That's the little '+' in the Header > Transform Orientations dropdown) (Object Mode) Header > Object > ...

3

So what you're doing here is using your hammer object (called Cube) as Mirror Object. The problem is that the origin of Cube is not place at the center of its geometry, so the mirrored mesh will be a bit shifted. To fix that, in Edit mode select the top and bottom vertices of Cube and press ShiftS > Cursor to Selected, then back into Object mode, right ...

3

Coordinates are linked to origins of objects. So, Right click in Object mode > Set Origin > Geometry to Origin will move the object to its origin which has zeroed coords.

3

You can enable the Transform > Affect Only > Locations option: Make sure that you have the right Pivot Point enabled, in your case maybe 3D Cursor once you've put it at the center with ShiftC:

3

Fspy calculates the camera placement and field of view based on perspective, by tracing lines that would be straight and parallel in the real world, but in an image they converge towards a Vanishing Point. So try to find the lines that give you the best sense of perspective and fspy will do the rest. In this case the vertical lines of the building would work ...

3

There are a couple of different ways you can do this...you can create the axis in Photoshop or Gimp and add it as an image on plane and then scale it, or you can use Blender geometry to model it. Modeling it in Blender takes a bit more time but I think it gives you a bit more precision, it just depends on what you want to use it for. The other advantage is ...

2

It is giving you the local Y location. But the local Y location does not change with rotation. You move, then you rotate: If the driver isn't giving you what you want, then it's not local Y location that you want. But what do you want? Is it the projected distance to this plane, oriented with the driving bone, running through the origin? If you want, ...

2

Bones local coordinates are coordinates in the bone rest pose space (initial location/rotation/scale before it moves in pose mode). The difference between world and local coordinates is the parenting: world coordinates include parent chain transformation up to world. Though, in local coordinates, moving along (say) X does not mean a movement along current X ...

2

I know it's been couple of months but still some one might find this helpful. I've been struggling with the same problem - didn't know how to flip an object along world global axis so that object might keep it's local origin orientation, just "look" to the opposite side, say from global X axis. What I came up with is I keep a parent cube at world 0....

2

You can put another mapping node before the separation, and that will allow you to perform rotations:

2

Because, to be blunt, the devs frigging broke the behaviour of the rotate operator AGAIN. A fix has been committed so it should be reverted in the next hot fix. https://developer.blender.org/rBf9e994d0f463abb87761591e30c47a9613be6cca

2

Here's a video- This could be a way for you to do this. Video: Blender: How to Align Vertices, Edges or Faces - Revised Also the align tools options. Video: Align tools For more exact dimensions there's a good tutorial that has helped me. I do a lot of 3D printing and I use Blender as my CAD modeller along with the Cad Transform plug-in. Video: Cad ...

2

When you mirror, the vertices you create will be created on the other side of the axis, with the object origin as center. If you choose the X axis and create some vertices on the +X side, they will be mirrored on the -X side, but if you create vertices on the -X side, they will be mirrored on the +X side as well. To avoid any trespassing you can enable the ...

2

Click outside to use view axis. Spinning around camera view, undo, then TOP ortho. There may be some magic to using the gizmo that appears if you click a plus, revealing the default Z axis path, but it is a slippery beast and TBH I have no idea how to control it. (apart from moving the pivot point) Perhaps someone will add a better answer re this.. So I ...

2

You should align the orientation of your bones in Edit mode with some CtrlR + angle value (I don't know why, technically, it makes it bug when non-aligned though):

2

Select the clock object in object mode. Shift s (snap) -> snap cursor to selection. Select the dial in object mode. Shift ctrl alt c (set origin) -> set origin to cursor. Done.

2

I've figured it out using bm.face[#].calc_tangent_edge(). Although I can't figure out why it goes to X axis then to Y axis when selecting faces in other parts of the mesh. I also need a 90° equivalent of this tangent to able to use this on a gridify script. import bpy import bmesh obj = bpy.context.edit_object me = obj.data bm = bmesh.from_edit_mesh(me) f = ...

2

You can create an Empty at the pivot of your model's armature, parent the armature to the Empty and rotate the Empty. Or you can move whole rotation keys of your model's Root (Hip) bone in Graph Editor.

1

as your bone is not completely aligned with the global X axis, rotating it on the global X axis makes it rotate on its local Z. If you align it completely with the global X axis in Edit mode, it won't happen any more. Once aligned: Not sure why you need to rotate it on the global X axis though, just keyframe rotations on its local Y axis.

1

Choose Transform Pivot Point > Median Point for example, rather than 3D Cursor:

1

It's showing you the axis of the armature object, because you enabled axis in properties/object. Enable viewport display in properties/object data/viewport display to enable the display of axes for each bone contained within the armature.

1

great to hear you're having fun! The object is mirrored around the object origin which can be repositioned using the options under Object > Set Origin menu (in the top left area of the 3D Viewport)

1

I'd do as @Policesate suggests, make a backup of the original Blend file, then - Try making a master parent for the model. From there the included animations should become local to the parent. Either enter in your desired location for the parent or simply drag it there - keyframe that. The included animations should stay with it. If they've keyframed the ...

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