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0

If you select armature A, then shift select Armature B, then press Ctrl J, they will be joined into a single armature called B; so you have to set your mesh constraints to look at armature B, not A.


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Did you apply scale to the rig/armature after re-sizing the armature? If you don't apply scale (Ctrl+A) the mesh will not follow it. Or are you trying t o"join" them together? Ctrl+J.


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In the end I decided to just learn how Blender's scripting works and wrote a script. I know there would be simpler ways to calculate the transformations but I'm no maths expert and I wanted to spend my time debugging my logic errors rather my maths errors. Basically what this script does is take 3 input points (in the form of empties) relative to the ...


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Correct me if i am wrong. It seems to me that the two edges you want to snap to eachoother are obsolete. The way it appears in the images you can remove those edgeloops, because the end result is a mesh that has the original shape of a cube, but it is broader in one end. Can you provide an image displaying the whole mesh?


3

You can enable Snapping by pressing the magnet at the top of the screen. If you click on the drop-down menu next to the magnet icon, you can change what Blender will snap to. To toggle snapping via a keyboard shortcut, press Shift+Tab. Pressing Ctrl+Shift+Tab will bring up a pop-up menu for changing the snapping object. If you don't want to toggle snapping,...


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I found a solution: You have to modify the empty's location, scale and rotation properties with the information contained in the Transformation Matrix. If you used vectors to build the Transformation Matrix, just apply them: # For location add the vectors empty.location = empty.location + traslationVect # For scale assign the vector empty.scale = ...


1

Reset Delta transforms to default values before other operations. Then you can move, rotate scale the model in object mode as you want; then press Ctrl A and choose Apply All Transform.


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Maybe I did not get your question right, but Ive made a test with Suzanne (Monkey Head), I scaled it up, and rotate it in X axis (in Object Mode), then I go to the Object tab in the viewport, and Apply all transforms. The Head is still at the size I resized, Location, Rotation is set to 0 and Scale to 1. You mean that in your case, while your applying ...


3

This is called non-planar geometry. Shading issues are typical for such faces. To make it planar, just scale it along it's Normal to zero.


4

Run a script using msgbus when new primitive added Run the following script in the text editor. Add any mesh primitive, the origin is adjusted to the bottom of its bounding box as long as the following conditions are met. Object mode. Object is a mesh. The active operator is a mesh primitive add. Code put together from Set origin to bottom center of ...


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After copying, you can unlink the action fron the object, by turning the dopesheet into an action editor and pressing the X button near the action name to unlink it.


2

Disable the Auto-keying above the timline.


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Rather than moving the origin point of the object, consider using a Mirror modifier with an empty axis as the Mirror Object. I've got half of the monkey mesh here, floating somewhere away from the origin and all transformations applied. When I apply the Mirror modifier, it clearly isn't working the way I want it to. To fix this, I'll Shift+A Empty > Plain ...


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You can use this plugin : Blender to Unity Orientation Fix Plugin It will automatically fix the orientation of your .blend files in your Unity project. Just download and install the .unitypackage in your project, and re-import .blend files (In Unity Project tab, right click -> Reimport)


2

Unfortunately, there is no way to change the default location of the origin. Perhaps I can help quicken the process of moving the origin for you though. Open the sidebar usingN, switch to the "Tool" tab, and under Affect only select Origins. Then, with the target object selected, press G to grab/move the origin, Z to lock movement to the Z-axis, and hold ...


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Works well for me, just make sure to use the G key, or the circle to move it. Dragging the arrow won't snap to other vertices. Snapped vertices align perfectly. Correct snap is indicated by a small orange circle. Also make sure you've properly enabled Vertex snapping in the snap menu.


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