The Transform Orientations on the left are for the currently active tool only, it is saved independently for each tool gizmo in the toolbar like Move, Rotate, Scale or others.
The Transform Orientations on the center of the 3D View header are the global ones for the scene, used whenever invoking transform operators directly from hotkeys, rather than using ...
That's pretty weird, In my case it does only move the cursor, and I've tried with different Transformation orientations, and transformation pivot point settings, always with the same result.
By any chance, maybe you have gizmo setting "Object Gizmos" - in gizmo dropdown menu - set up to 3d cursor?
In object mode: Object->Set Origin->Origin to ...
The On Cage option of your Subdivision Surface modifier is activated, so your edge loop may appear a bit tilted while it's actually not, as the option will twist the edges to fit their transformation through the modifier. So just deactivate the option and check the result:
Poke the face.
Given ngon face example in question, can poke the face, then move the radial fan center to the desired perimeter vert.
Snap the 3D cursor to the vertex.
Face mode, poke the face.
Vert mode: snap the poke face center to the 3d cursor
Select all, and remove doubles (M by distance) to clean up the zero length edges.
You can begin with a circle that you extrude inwards, delete a part:
Extrude some edges to give it the G shape:
Give it thickness with the Solidify modifier:
Continue to work on the shape, apply the Solidify, give it a Subdivision Surface, bevel:
Start with your mesh and make sure to keep your target point.
ALT + Left Click on the edge loop to select the vertices
Hit E to extrude, then directly S to scale, then type 0.
Set the snapping mode to Vertex.
Hit G to move your extruded vertices near the target point, then press and hold CTRL to enable Snapping. The vertices should snap to the target ...
Merge by distance is not something you can do without thinking. It does what it says, and only what it says: if any vertices are closer than the distance you specify in the operator panel, it merges all close vertices at their median point. This can catch more vertices than you intend-- with some meshes, even with a distance of 0.
If you want to use merge ...
Use a Thickness Modifier with Uniform Thickness enabled. You may also benefit from a Smooth Modifier, but to be honest, it's been a while since I 've used it and I can't seem to get it to do what I want it to do. Maybe you'll have more luck:
That "gizmo" is called the 3D cursor. It has no effect on the final export - it is not "there". It's only a tool to use during modelling (New items are added at it's location, it is used as a pivot for the spin tool, etc...). One way to move it is to hold Shift then Right Click to place it on the spot. Another way is to press Shift + S ...
Your leg rotates because the IK is supposed to always bend towards its Pole Target and for the moment your Pole Target is pretty close to your knee, you just need to move your Pole Target a bit away in Edit mode and it will work fine. Also maybe bend the knee a bit forward in Edit mode:
Select your cube, press TAB to enter edit mode, select "Face select", select the face and move it with G (or G G)
Select your cube, go with TAB in edit mode, select all with "A" and move the mesh to the right with "G" -> "X" so that the origin changes to the left face.
If you then scale e.g. ...
If you really want an all quad topology to replace a planar N-gon:
Inset the face (shortcut i)
Delete the newly created face (shortcut x and select 'faces')
Select the enclosing edge loop (shortcut ALT and select an edge
Grid fill (from the face menu) You may have to adjust the grid in the last operations tab.
I don't recommend doing the last two steps. ...
You changed the material in the first slot to a different material - but you have to keep the first material if the rest of the object should stay as it is.
The way it should work is: you have to add a second material slot by pressing the Plus button right to the material slots. Then create or select a second material for the second slot. Now if you have two ...
Of course there is a way to do exactly what you want:
Open the sidebar (shortcut n)
go to the View tab
hover over 3D Cursor -> Location: -> Z value field
copy the Z value (shortcut CTRL c)
go to the 3D window and select the X and Y extremes.
Snap the 3D Cursor to the selection (shortcut SHIFT S and click "Cursor to Selected" or type 2)
You must have a bone for each hand. Parent your object to the armature with the With Empty Group mode, then assign the vertices of your object to the group they are supposed to be part of, decrease the Weight value along the obect:
Now when you move the hand bone, it deforms the object:
You have some geometry that isn't being included in the seam. Take a close look at the edge of the left sleeve of the jacket. Where the long seam meets the circular seam it looks like you have a triangle, which is probably really overlapping vertices. Fix that and your problem should go away.
For future reference:
I used "Set Mesh Object's Origin to Cursor", without realizing the operator is provided by an addon called MACHIN3tools, instead of Blender itself. It copies both location and rotation by default, and one can copy location only by pressing Alt.
The cup looks good. It has a very unique design (the cup is oval and a bit slanted, an exclusive designer cup?). You just need to smooth out some vertices to get rid of the glitches and shading issues.
You can toggle x-ray with Alt+Z. Turn it off to see the mesh better.
Switch to the Sculpt mode (Ctrl+Tab, 2), and smooth the cup with the Smooth ...
Sorry to revive such an old thread but it's the first thing that pops up in Google when I was looking for where else I uploaded my add-on that does exactly this (and more) so I thought to post this here for whoever else is looking for it:
I just updated it so that it's compatible with Blender 2.9
Disable "Only show selected" on your graph editor and they will show up:
Unfortunately, everything else will show up too.
My recommendation for nearly any non-standard, per-object animated values, is to drive them from a bone rather than animate them directly. This gives you a single place to store all animated values for a single object on ...
at least i have a workaround for you:
Just plug the min/max to your "Group input"-node and then you can keyframe then on the modifier panel (in the picture on the right side where the yellow color is) and this you can see and modify in the graph editor.