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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):


5

You can try bend Wiper by curve object and curve object shrinkwrap on Glass. It depence on what wiper vertices you want to bend you can limited it by Vertex Group. Quick example is not perfect "wiper" rotates on its Z axis. I will have to check it later. Or Bendi Bones could work in similar way as well. Add-on Wiper for 2.79 (Luca Rood) https://...


5

Basically you have set it so transformations only affect the origin of the object, to disable this setting, go to Options then disable Origins There is also a very similar looking thing that one can accidentally enable under Gizmos > Object Gizmos


5

A much much much faster script to do this EDIT Noticed the edit re other answer from OP, and given zero Feedback thought I'd have another look. As OP noted in answer, Using that many operators is going to give terrible performance The rate determining step in old version was using face split and separate by loose parts operators, the latter is notoriously ...


4

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 ...


3

The "Displacement" node displaces geometry along the local normal. If you want to push the geometry along a definite axis, you can use the "Vector Displacement" node and only populate the Z input field. Don't forget to set the matrix to "World space" in the node though.


3

In Edit mode, "Align View to Active" will align your view to the active selection's LOCAL axes. https://docs.blender.org/manual/en/latest/editors/3dview/navigate/align.html


3

Updated based on the comment: The option you look for is the "Orbit left" using the Numpad 4 and "Orbit Right" using Numpad 6 respectively. At least in my logic that is the only way to rotate the viewport(as in the title of the question) and is not leaving the xy-plane. Not sure how "Roll and Orbit is different here as the result seems to be the same. The ...


3

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 '...


3

There's the Toggle Quad View option, which has such functionality. It splits your viewport into multiple views, that cannot be rotated. View > Area > Toggle Quad View Shortcut: Ctrl + Alt + Q


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:


2

This usually happens, when your object has non-uniform scale. You need to apply scale first for a correct UV unwrap. Object > Apply > Scale Also, make sure your texture is connected to the UV map


2

make a 3 x 3 rotation matrix with X, Y and Z axis as columns. Blender matrices are in rows, so will transpose rows to columns. The X axis is Y.cross(Z). Make the matrix a 4x4 transform matrix and set its translation to coordinate Note Added a scale factor so location 1000 -> 10. To avoid clipping. Set to 1 or remove. import bpy from mathutils import ...


2

In bones Y axis is always the longitudinal axis, and this cannot be changed, but you can extrude from its head another bone, orient it as you want (along with world coordinates I guess) and the set it to be the parent of the deforming bone.


2

You can check Only Origins to only transform the origin point. It's in Sidebar > Tool > Transform, Shortcut: N Then you can rotate the local axis, without affecting geometry.


2

As commented by @RobertGützkow, you have Snapping enabled: That means your vertices will be snapped to the closest face while moving them. You can disable it altogether or hold CTRL while moving.


2

You have Origins enabled in the Transform menu. Just uncheck it and those annoying axis will disappear. (The gizmo shows for each of your 583 selected objects)


2

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 ...


2

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

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

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

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


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 ...


1

To get the correct reflection, you need to move the center of the object you want to mirror to the expected middle of your two objects, and after that use the mirror modifier, then the center will be the desired place. if I understand your question correctly this should help.


1

I can't get snap-to-face to work the way I would expect in 2.83beta, either.. The shipped TinyCAD add-on is one option, for this one.. Activate TinyCAD (Assuming source and target are part of the same object) Select 1 face, 1 edge Use TinyCad's Extend Edge to Face (Maybe with Automerge switched on) GG slide the source vertex down the extended edge, all the ...


1

To put objects back into World origin, you need to reset their transforms. You can do it for both Donut and Icing at once. Shift Drop the Icing onto the Donut in the outliner. So they move together. Select your Donut and clear all transforms one by one. This will put both in center. Select Icing and clear Parent relationship (Alt+P). Then go Object > Apply >...


1

If the orientation of a bone is not correct you can change it in Edit mode with ctrlR (manual), or ShiftN (automatic). To display the axis go in the Properties panel > Object Data > Viewport Display > Axes. Now if you want a bone to influence the rotation of another bone, in Pose mode, you can give the second bone a Copy Rotation constraint (in my case ...


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