You can do this by drivers.
Right click on Scale X property and Add Driver > Manually Create Later (Single).
Go to Graph Editor and switch to Drivers mode.
Draw a line like this: (this line will show dependence between distance and scale)
In Drivers tab change value to distance, select both objects in Object 1 and Object 2 inputs and swich Type to ...
As far as I know it can't easily be done on a single atomic operation unfortunately, but I generally use the following workflow.
To scale uniformly with precise absolute dimensions, in the Properties Area of the 3D View just type in the exact absolute dimension you require on the single desired axis.
Now check the resulting scaling on that axis, Blender ...
In a more limited usage case, where you are using particle systems, you can use weight paint to create a gradient that controls the size of the rendered objects. The camera in the scene below is an orthographic camera:
You will need to tweak your gradient so the effect looks the way you want it to. It can be a good idea to use another gradient (perhaps ...
The idea is to use a gradient node in radial mode and plug it to the angle of a rotation node (just like a Mapping node but with an input socket for the rotation). Since such a node doesn't exist in Blender we make it with math nodes.
First the rotation node itself (it's a node group) :
then the general setup (the green node is the rotation we ...
Alt+S command should do the job here. Don't know why it doesn't? What you can do is extrude the bottom edge loop downwards (E,Z), select the extruded face loop, press E,RMB, then Alt+S, S (to enable even thickness mode). Finally delete the unnecessary geometry.
Note: After doing this the edges lenghts are still not perfect. It's because the model you ...
Here's my attempt:
Use a particle hair system, using a vertex group for density, growing from the vertices of the sphere (or faces, adapt to taste).
Muck about with the scale of the end caps of the cylinder, and the number of segments of the sphere for you needs...
Anything like what you're after?
Can't work out how to throw the blend file on here so-
If you are wanting to keep their scales relative you could use the math node and multiply each scale value by a factor. For example below, I am doubling the scale of each texture, where the first math node is my factor (highlighted in yellow), and each of the next math nodes are my scale of each texture. Just change the factor in the first math node to ...
This is due to Perspective view.
I seems that closer control points have larger "active area" around them. because reasons...?
In Orthographic view, the active area around all points is the same :).
Active areas highlighted. When cursor is in 'active area' it changes from a cross ✛ into arrows ✥
This doesn't make much sense from the UI standpoint,...
You obviously can't use rotate on vertex, since what you want to achieve is not rotation, it's closer to a cut.
Either use Knife Project with a secondary object. Create a plane, rotate it 45º and place it where desired. With still selected, enter Edit Mode in your rectangle and use Knife Project
If you rectangle as known dimensions you can simply move one ...
Click the button to the left of the object origin button. This should make it so the objects move away from each other without affecting the size.
For Blender 2.8.x it can be found under the Options popover above the 3D View:
There are many ways to do what you've described. It's kind of difficult to know which method will suit your particular project. But I will offer some ideas.
Parent each object to the bones of a two-bone Armature. Then set the child bone to not inherit scale.
Use Vertex Parenting to parent the upper object to the vertices of the top ...
You could put the array under the control of another object (here, an empty,) by checking 'Object Offset' Then any object-level transform on the empty will be applied to each instance in the array.
In this example, X runs across the steps, and Z is up. The empty has been scaled in X.
This gives a step-wise taper. The progression is geometric, not ...
You've got the perfect setup for the cone from that cylinder.
Select all the vertices on the end you want to be a point, press Alt+M to merge, and select At Center in the popup menu.
Ok, clarification from the comments:
To expand the outer rim, select the rim and press S to scale, then hold Shift and press Z twice. This will scale the face only on ...
Each curve vertex has a radius. When you scale your curve in Object mode, the radius doesn't change, but if you apply the scale, the radius will change to the curve object scale before applying, and it will affect the objects that are parented to the curve, like your cube.
You can check the vertices radius in the N panel > Item > Radius (or Mean Radius ...
The underlying geometry is quite interesting and needs to be cleaned manually.
You need to join vertices with J key to create clean lines. New edges are highlighted with red in the image below.
Next you need to dissolve remaining out of place edges shown in the image below. This can be done by selecting the edges, pressing x and selecting Dissolve Edges.
I would say: stick to real world scale. At the end, in very very small scale there will be rounding errors when placing vertices.
And for your navigation difficulties in large scale: In Preferences > Interface, check Auto Depth and Zoom To Mouse Position - this really helps. And when editing an object, place it in an empty layer and switch off all others, ...
The reason for this is because you have two edges selected, meaning your total selection has some height. Scaling by default will scale along each axis by the same percentage, thus it flattens some. To not scale on the Z axis, simply scale only on the X and Y axes. To do so, press S then Shift+Z to disable scaling on the z axis.
The trick here is using the same technique as described in this answer, but tick the option Scale for Duplifaces.
Just create one plane mesh, make sure it is 1x1 units in size. Make sure you apply its scale if you scale it in Object Mode.
Create you sphere, at the same scene coordinate as your plane. Also scale it so it is 1x1x1 units in size. Make sure you ...