Using UV Map
If that's a NASA mars projection, chances are it's an equirectangular, ie longs -180 to 180 mapped 0 to 1 in U and lats -90 to 90 0 to 1 in V. To make it rotate around the pole to pole axis increment, ie translate (not rotate) the U coordinate. The default uv sphere UV is pretty much the equirectangular projection.
Result with default UV map ...
A much much much faster script to do this
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 ...
The most straight forward and "useful" thing that I managed to find online is as follows:
Select the 3D Cursor tool
Open the properties tab (N), check "surface select" and select "Geometry"
Click on a face: the cursor will stick to that face and orient itself so it's normal to the face
Go to edit mode and select the "Add Box" tool
Click and drag
Maybe, instead of the native curve bevel, you can use Array and Curve modifiers on a profile segment ..(blue section, below)
The array can have 'Start' and 'End' caps (red and yellow). It's easier to use Constant Offset in the array. Adjust (here, in Z,) the positions of the caps in Edit Mode, until the 'Merge' in the array takes, before giving the array ...
In edit mode in one of the objects already there, select one of the already existing edges parallel to that direction, then go to the transformation orientation panel and click the + button. This should create a custom 'Edge' transformation orientation, which you can use to arrange things as needed, in new or different objects, or with part of objects in ...
Yeah that exists in Blender 2.8 as well as in 2.7.
Just select the object or objects you want to apply the rotation to first (press shift to select multiple objects).
Then also select the object you want to copy the rotation from at the very last.
Then open the Properties Region (menue on the right side , shortcut [n]).
There you hover over the rotation ...
Snap 3D cursor to camera
Set pivot point to be the 3D cursor
You don't want to just move them, scaling take into account how far you are from the camera so that your cube will look exactly the same from the camera perspective.
There's an align tools addon in vanilla blender that has 3d cursor option. But it appears to be buggy.
I wrote an addon for that just now. So it probably has bugs. It has only one functionality for now: align view to 3d cursor.
link to addon
Important Note: It can be used in object and edit mode but it removes (unselects) previous selections. It's not hard ...
Specifically when in edit mode and wanting to extrude along a specific axis orientation, you can set Transform Orientations to cursor.
Then in the view panel, set the cursor rotation to the orientation you want to extrude along.
Then simply extrude. Pressing the key E starts an extrusion, then you press the axis key you want ie Z, you can use mouse to set ...
(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 > ...
Nevermind. I discovered the solution. All manipulation tools have their own definition of Trasform Orientations that will only respect the TO of the viewport if it is as 'default'.
As my Move Tool was with Transform Orientations = Normal, it was no use changing the TO of the viewport. Just set to 'default' to resolve.
Thank you. I'll leave the topic to ...
Similarly to the answer to Convert mouse movement into rotation value (not in bge), customized to make the all selected objects rotate about the active object.
Need to subtract the pivot point of the rotation, which gives the "pivot arm" vector for the rotation. In the previous answer, where just the active object was being rotated it had been hard coded ...
You have to change the frame in your for-loop via Scene.frame_set():
By the way, I would not use obj.location, rotation_euler etc. because they do not contain the final location, rotation and so on.
For example, parent your camera to an object, then rotate the object - the camera.rotation_euler will not change.
You should ...
GG can actually extend edges beyond existing bounds.
Either: drag slightly inwards to establish the edges you're sliding along, and then hit C or hold Alt while dragging outwards along the (now displayed) extended edges,
Or Go into the 'Adjust Last Operation' panel, and uncheck 'Clamp'
It's always worth checking operator options displayed at the bottom ...
The origin of an object can be anywhere you like with respect to the object's mesh.
There are two possible definitions of 'center' provided by Blender's Header menu > Set Origin > Origin to Geometry operation, in Object Mode.
'Median Center', which is the mean location of the object's vertices
'Bounds Center', which is the center of the object's ...
You need to use Pivot Point > 3D Cursor (right next to it).
Snapping while scaling also works just fine.
Change pivot point to 3D cursor
Select vertices you want to scale, last selected will be active
Enable Vertex Snapping > Active and scale
If you haven't applied the rotation, you can use the local coordinates, either change to locale in the Transform Orientations dropdown, or hit S -> Y -> Y for scaling on the local Y axis (or X twice for X etc.)
If you have applied rotation then creating a new Transform Orientation will be required. Select the face on one end of your cylinder, then in ...
It looks like since 2.9, the orientation that has been selected in the Transform Orientations dropdown menu won't be taken into account by default when you Align to Transform Orientation. Now you need to go into the Operator box and choose the Orientation you want. The previous way made more sense in my opinion (it may also be an oversight/bug).
If you rotate your indicator around Z axis first, and then rotate it by another axis, it works:
However, notice how rotating it around X axis doesn't just change X rotation in the Numbers panel - this is because Blender automatically calculates the rotations needed for your object to rotate along chosen axis as if it didn't have some rotations already (as ...
Yay! I actually managed myself to make a brute-force artist-made stupid script that seemed to actually work well for the many types of situations one faces with 100s of different polygon-objects.
Select an object with less polygons than 2000 (otherwise it takes ages, 500 polys takes like 30 seconds)
Run the script
The Collection this ...
You cannot manipulate keyframes in local transform, they are stored and displayed in global transform only.
But you can parent the plane to an Empty and orient the plane through it. The plane's global animation is then transformed into local space of the Empty. This might be useful for simple short movements, but non-usable for larger animations. With more ...
You have some more options depending on your needs...
Shrink/Fatten with Alt-S (displaces vertices along normals) If you need even thickness modify with Alt.
Or Set the Transform Orientation to Normal and move the face.
In Edit Mode, create a Custom Orientation from the face. (That's the '+' in the orientation dropdown at the top of the view, in 2.8 .) Check 'Use After Creation'..Then back in Object Mode, use it, with SZZ
However, it's probably better to A select the whole mesh in Edit mode, and scale that, because non-uniform scaling of the object (giving the object a ...
You can move the camera exactly as your would move the viewport by just enabling "Lock Camera to View" in the view section of the properties panel (n), and then move your viewport: your camera will automatically follow.
The first job is to get the origin of the Collection Instance in the right location and orientation with respect to its component objects.
When a Collection Instance is created, all its component objects retain their World Transforms, with respect to the collection's origin (represented by an Empty). While you can move the origin of a collection using the ...