Like Brockmann said, you can create a linked duplicate of an object that shares the same mesh data block. However, if you’ve created a duplicate object with a duplicate mesh data block and wish to change it, you can also go to the mesh properties tab in the Properties editor while the duplicate object is selected, and change the mesh data block to the ...
It may or may not suit your case simply to use an extrusion of a curve, rather than deformed geometry? You could use the Data tab > Geometry panel > 'End Mapping' of a curve with multiple splines to grow ribbons:
There are other more flexible options, maybe using an actual Hair particle system.. but this is simple..
1. Why don't use Mirror modifier?
Mirror has an option "Mirror object". You can set here a central part of your plane or add an empty:
2. Linking object.
If you want to keep left a right wing separate, maybe it is a good option.
Copy one part of the ring with linking (Alt+D) then mirror it using Ctrl + M
Two objects will be separated, but geometry ...
You can use radians in a few different ways:
Set scene angle units to radians in the Scene tab, Properties editor under units:
Or you could leave default degrees, but specify that you are entering radians in any angle input field following the number with "r":
This does not seem to work correctly with radians set as scene units for some reason ...
You should plan this from the beginning, you can either:
Duplicate the object to create a second one, model your second object but make sure that you keep the same amount of vertices, then at the end use the Join as Shape option in the Shape Keys panel in order to save the second shape into the first object (or vice versa), and use the Value under the shape ...
As you may already know, typing pi into an input field will get the value of PI to that input. So using the formula deg_value= radians_value * 180 * 1 / pi, I suggest you to just add a few more nodes to your setup :
1- A Math node set to multiply. The top value will be 180 and the bottom socket would be the value of your angle in radians
2- Plug the output ...
bm.transform transforms every vert.
Question code will be getting an accumulative effect of transforming every current vert in the bmesh by each objects world matrix.
Instead, only transform the newly "from_mesh'd" vertices
bm = bmesh.new()
for i, o in enumerate(bpy.context.selected_objects):
I did some modifications on the code above given by batfinger (because it was not working for me) (blender 2.93)
copy active object rotation considering the longest axis to selected
(rotation mode does not matter and if rotations have been applied or not)
from mathutils import Vector
context = bpy.context
ob = context.object
I cannot see any surface flicker and I rendered one frame using your file perfectly fine with no issues, so from my experience I can think of 2 possible scenarios here:
There is something wrong with your GPU drivers and it glitches while rendering. In this case update the drivers or try CPU rendering. I don't think this is a very likely scenario.
You are ...
If all you need is translation (as opposed to rotation or scaling), the Displace modifier appears to work. It supports both local and global translation, on any of the three axes. Just make sure to set "Midlevel" to 0.
I noticed that in your listed channels, it notes that these are delta rotations. Your screenshot doesn't show the delta rotations in the properties panel because it isn't scrolled down enough to show them. I suspect you set keyframes on the delta rotation channels instead of the standard rotation channels. This is how your channel listing would look normally....
Have elaborated on your answer,
Setting an objects world matrix from a pose bone matrix is not going to work as expected when the rig object has a non identity matrix_world.
There is a convenience method on the rig object to convert a matrix from one space to another. In this case the 'POSE' space pose bone matrix, to 'WORLD' space.
M = arm....