You must press PgUpPgDown or use the scroll wheel during a transform action such as Translate (G), Rotate (R), or Scale (S). During a transform operation, you can see the proportional size visualized as as a circle around the Pivot point and you can see the actual proportional size value displayed in the Header: In the Redo panel located at the bottom of ...


You can script this functionality with python and install it as an addon. I have created such a script. Many thanks to Andrew Yang, who updated it to work with Blender 2.8x Curve Edit Tools Github download link To use the addon, press I in the edit mode of a curve. You'll be prompted into a modal operation where you can slide a new control point along the ...


In 2.9 version of Blender, you can also have the stats in the 3D viewport, using an option in the overlays:


You can hide parts of a mesh in edit mode and you can hide whole objects in object mode: press H to hide the selection press SHIFTH to hide the elements which are not selected press ALTH to unhide everything You can also access these functions in the viewport in the menu via Mesh->Show/Hide.


Blender does not have a construction history. You can only edit the parameters of the last action, nothing earlier than that. To edit the parameters of the last action you can either use F9, you can go to Edit > Adjust Last Operation or open up the panel on the bottom left of the 3d Viewport. If you want to modify the last tool you have to do it before ...


There are several ways: Select at least one element (face/vert/etc.) and press CtrlL to Select Linked. Press L while hovering over an element with the mouse to select all elements connected to that element. Select at least one element and press CtrlNumpad + to Grow the selection until everything is selected. Select at least one face and press ...


Set the Pivot Point to 3D Cursor and the 3D Cursor to the end that should not move while scaling. For an exact position you may want to snap the 3D Cursor to the selection (Mesh -> Snap -> Cursor to Selection).


You can acheive this with Cycles material nodes using the 'Gradient Texture' node. Setting the gradient node to 'Quadratic sphere' (and with a little offset from the vector mapping node) restults in this (on a plane with uv basic unwrapping): To control the scale of the 'Quadratic sphere' in the result above I scaled the UV's as scaling using the vector ...


Just found an answer from: http://blenderartists.org/forum/showthread.php?167457-Transform-multiple-vertices-flatten-snap-to There are two methods that I usually use select the vertices and press S Z 0 to put all the vertices in the same z-position, then move then set the 'Median Z' value in the transform properties. put the cursor in the ...


1,2 and 3! I found them by looking in the User Prefs and searching for "mode", got the feeling I will be searching here quite a lot.


The problem is that OVERLAYS is turned off, this feature is added in Blender 2.8, press the icon that looks like two intersecting circles next to Overlays. In your image, it appears at the bottom of the 3D Viewport, by default it's at the top.


You can isolate a specific part of a model to work on by going into Edit mode and using AltB (this toggles the isolated selection on/off) and drawing a square outline to focus on a specific area . One advantage/disadvantage of this (depending on what you need) over just hiding other parts of your mesh with H is that the entire model can still be affected by ...


You hit Ctrl-J to join all your objects (they need to be selected). When in Edit Mode hit the A key to select all your points (vertices). You can hit it again to deselect everything. If you want to only select your object, use L.


You may remove the edge creases by selecting the whole mesh or only the desired edges, and then opening the properties panel with N Then change the mean crease to 0 Another way is to press ⇧ Shift+E and enter a negative value (-1 for instance). Documentation is here


The first tool that will help you cleanup your mesh is Select Loose Geometry which is available in the select menu in edit mode. This will select any vertices that are not connected to anything. Once selected you can simply delete these vertices. The other one that can help is Select Similar. Start by de-selecting all vertices, then select one vertex that ...


One way is to use vertex bevel (⎈ Ctrl⇧ ShiftB): Once the triangle fan is converted to quads you can add loopcuts. In the gif I converted the ngon resulting from the bevel to a triangle fan with Poke (⎇ AltP). As an alternative to bevel, you might also try Inset (I):


Shift+A > Empty > Plain Axis Note that you must be in Object mode for this to work, in Edit mode you may only add mesh elements.


You can use Proportional Editing. Start with a default UV sphere Move the top vertex upwards Check ✓ Proportional editing, Falloff > Sharp and adjust to your liking


In short, start from a cube. (in the gif I have a mirror modifier to save time) Delete the bottom face. Add loop cuts for the rounded top. Position the top correctly, by simply G grabing, and R rotating and S sclaing the top geometry. Use proportional editing O to create the dip in the top. CtrlB to bevel the vertical sides. (optional) Remove the Ngons in ...


Here's a 2.8+ answer with some visual reference and additional info. 1. First, make sure Window > Show Status Bar is enabled 2. Next, to see the stats for selected geometry (Verts|Faces|Tris|Objects), Right Click on the Status Bar itself and enable Scene Statistics These settings can also be accessed through Preferences > Interface > Editors > ...


As of writing this answer, the option is not present in Blender, or at least not searchable through F3 and buried somewhere deep. What works instead, is merging by distance by either of these methods: (remember to first select at least two vertices: at least one will be kept, while those, that are too close to kept vertices (depending on the setting), will ...


According to the Blender documentation for Bezier curves and NURBS curves there is no way to add a new point between two existing points without using the subdivide mechanism (selecting two or more points on the curve, W, Subdivide. I too wish that there were. Perhaps sometime in the future.


You could try is this, however it seems to me you are looking for Custom transform orientations. In your situation: Select the triangle object and enter edit mode (↹ Tab) Select the edge along which you want the custom Z axis to be aligned and press ⎈ Ctrl⎇ AltSpace This should create a custom orientation and set it as the current ...


I trust your using the video sequence editor in Blender? Load your video strip and sound/music strip into separate channels. Select the music strip press the N key to access the properties panel on the right hand side of the screen. Under the Sound tag you'll see a Volume slider. If you wish to fade the music in at the start, go to frame 0 and set the ...


You can track a point in your footage and overlay an image in the compositor. Common practice is to blur a face, when wanting to preserve the privacy of someone in a video. I will explain this first, as it is quicker to achieve. Bluring a moving persons face in a video Load the video into Blenders Movie Clip Editor. Set the scene start frame, end frame ...


I prefer to not use operators, if they can be avoided. You may use: bpy.context.tool_settings.mesh_select_mode Assign a tuple of 3 booleans to set Vertex, Edge, Face selection. To activate vertex selection mode, use: bpy.context.tool_settings.mesh_select_mode = (True, False, False) For edge + face multi-selection mode, use: bpy.context.tool_settings....


Apply Scale to your mesh first in object mode. Ctrl+A >> Scale. Now try Inset faces again with I.

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