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2

Doing a transform from a numeric input is still possible. After pressing G, just type the number directly into the viewport and press ⏎ Enter. Or for better control, lock it to an axis first: press G for the transform, then (X, Y, or Z) to select that axis, then type the number and press ⏎ Enter. This also will work directly from the extrude. i.e: press E to ...


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You have two options. You can just remove the driver and move the object or you can give your object Delta Transform on top of your driver. To delete the driver right click the y-location field and select Delete Drivers. This way the #frame Driver won't affect your object anymore. Delta Transform can be found under in Object Properties under Transform and ...


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Vert co as a vector is from origin point. Diagram where the red ico is the origin of a mesh and the other icos are the vertices. Question code is calculating the angle designated as alpha above between the vectors defined by the two vertex coordinates. It appears you are after (beta) the angle between the vector made from two verts vec = verts[i].co - ...


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It's due to the parenting and an expected result. When a child appears scaled due to its parent scale, the child own coordinates, scale or rotation won't change. That's allow, when unparenting AltP, to have the choice between "clear parent" and "clear and keep transform". Internally, Blender keeps the object own coordinates in ...


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It's because your armature has currently a pose, once you've applied the scale, go in Pose mode and reset the pose (AltR, AltS, AltG) and the armature will be back to its default position. You've given your armature a pose, poses take the bones position in local space into account, if you apply the scale it changes the distances.


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As you yourself have commented on a skeleton there is a root bone that for a humanoid model is generally the base of the spine, from this bone all other bones or childs descend and its name is commonly hip or spine.


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If you want to snap all the vertices of the rim to the surface at once, you could assign them to a Vertex Group, temporarily P split the hatch off into a separate object, and give it a Shrinkwrap modifier, affecting only the vertex group, targeted on the surface. If you align the hatch object-axes down the edge of interest,then you can use the modifier to ...


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To expand on the (correct) answers given by both Rob Hoff and Whatever, here are some details about keyboard shortcut customization. In 2.79 the Python name of this setting was use_pivot_point_align, but in 2.8 it was changed to use_transform_pivot_point_align. Knowing that, it is possible to set up a keyboard shortcut for quickly toggling this setting: (wm....


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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 ...


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My first thought was that the vectors from the origin of a regular unit tetrahedron are normal to the plane tangent to the sphere where the vector intercepts, and we must be able to recover the rotation from that. We see that Wikipedia gives the rather ugly values of $( 0, 0, 1 )$, $(\sqrt{\frac{8}{9}}, 0, -1/3 )$, $( -\sqrt{\frac{2}{9}}, -\sqrt{\...


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You've set your "Transform Pivot Point" to "3D cursor." Change it back to the default "Median Point"


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IMHO, the best way to transform an object, especially on top of modifiers such as Mirror or Array (that will change the look of your object when you move it) is to add a bone on the same position as your object and then parent it using the automatic weights option. You just have to make sure that your object is entirely weight painted in RED. This let you ...


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The bpy.ops.transform.rotate() rotates on the object's origin. You can do bpy.ops.transform.rotate(value=yourValue,center_override=(x,y,z)) where x, y and z are the x, y and z of the vertex. Basically the center_override overrides the rotation pivot position.


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For Blender 2.8+ the interface changed, the Proportional Edit button has moved near the top center of the interface: This is what it should look like after setting it properly Remember to turn back off once done. Simply selecting a face and scaling it, is perfectly appropriate where there are single faces for the sides of an object (such as a simple ...


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Alternately - To select options for 3d cursor and to select the origin as 3d Cursor(Will enable blender to use 3d cursor location as origin)


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If you mean object origins: (as opposed to current transfrom pivot point) I do it by having the shipped add-on 'Pie Menus' activated, in particular, 'Origins Pie'. It's supposed to have the shortcut CtrlAltX but for some reason, (can someone suggest maybe why?) on my Linux, this won't bind, so I've switched it to ShiftAltX in my keymap, which works in Edit ...


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here are some thing to get you started. Shift + Tab for switching Snapping on/off Shift + Ctrl + Tab for switching between Snapping options/methods Transforming origin - So you are asking for transforming origins, probably so that you can move/scale/rotate at that origin. But Blender has a more elaborate method to do so, by using 3d Cursor. Its a just a ...


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You need to add keyframes to set the location at different points in the animation - otherwise Blender is not aware of how you want the object to move and assumes you are just moving it to its new 'static' location. You should set a keyframe at the start of the motion - this can be achieved by simply hitting I and selecting 'Location' (or whatever property ...


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The problem is solved. It appeared to be my mistake. When I complete the scene, I resized everything to make them fit in my view of camera because they were huge (the board's size was 48 Blender Units and the whole grid is 10 Blender Units as far as I know). So the newly appended objects were in correct size but every other object in my scene was too small ...


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