Simple vector maths.
The global location of any object is gl = ob.matrix_world.translation
The global location of the cursor is cl = scene.cursor.location
The vector that describes the distance and direction from object to cursor is the difference d = gl - cl
To move to a scaled location
ob.matrix_world.translation = cl + scale_factor * d
I now found a solution to this problem myself, so I post it here in case someone comes across this question. Instead of building the BVHTree directly from the object and transforming all returned values into the global coordinate system, it is way more handy to transform the object's coordinates once into the global space as it is shown here:
The color space is the same: sRGB, so expect no transformation there, but know that Jpeg is a compressed format, a lossy compression format designed to make file sizes small at the expense of quality. A terrible format if you are applying transformations.
Every time you decompress an image, change the geometry or color, and re-compress the image again you ...
If you want to check final size after a rotation, you need to apply the rotation: CONTROL+A > APPLY ROTATION
before rotation applied:
after rotation applied:
Applying transform values essentially resets the values of object’s
position, rotation, or scale, but does not actually do anything to the
object. The object origin point is moved ...
Or you can create custom orientation.
Select two vertices in 45° angle and set orientation to Normal
Click + to create a custom orientation
Now you can switch to it any time.
Create custom orientation
Use custom orientation
A script to do this
Shows origin and local orientation of one split off face
Adds an icosphere, edge splits, separates and returns to object mode
Selected objects are the result of separate modifier.
For each face object get its lone face and calculate the global center and normal. See how far the normal is rotated from default quaternion.
Use this to ...
Using Global rotation where you want local rotation
Global and local rotation of default bone about z axis.
RZ is rotate around global z axis. eg Default bone of default single bone armature points up. The y axis of a bone is its head to tail. Rotating this bone around global z axis rolls the bone around Y.
Instead to rotate bones around their local axes ...
first, add mirror modifier on the eye and add an empty .. take empty to the center of both eye ( it's the nose ) and then select or pick the empty in the modifier and choose which axis u want to mirror hope it helps ;)
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..
(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 ...
In my experience, I just had a similar issue using quaternion as a rotation mode in my armature, honestly, I ignore what the rotation modes are and what each of those does(Which I definitely need to learn), but I changed the rotation mode to XYZ Euler (since I heard Qaternion was a bit hard to work with) and fixed my problem.
I hope this helps
Because when you parent an objectA to an objectB, objectB will follow objectA's transformations (location, rotation and scale), but it will keep its own transformation references, they won't be affected by the parent, and you will find them back if you unparent it.
If you want to keep the transformation you're currently seeing in the scene for this object, ...
You can use the native shortcuts for setting the tool to move rotate or scale. If you hit alt and release it and immediately after that hit the key for any operator, you will likely select the matching tool. This works with many things like b for border select, or ctrl+b for bevel in edit mode and so on, and it includes g,r,s as well.
Warning! This may ...
At the top bar, use your mouse to scroll over , far right.. your top bar will show XYZ buttons near the end. Depending on the object's origin, select X while you're on edit mode. You should get desired results.