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This is my Addon, based on the MACHIN3 code, the help of many people and a lot of research. Issues: only works on objects with vertices, surely it will have many programming flaws, an apology for that. However it seems to work properly with its limitations bl_info = { "name": "Aterrizar", "author": "Flobo02", "version": (1, 0), "blender": (2, 80, 0), "...


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You can't set tangential distortion ($p1$,$p2$) through the interface. Only radial ($k1$,$k2$,$k3$) To set camera intrinsics load a video file or image generated with the known camera and lens in the Movie Clip editor Int the Track tab you will find the camera and lens settings. Set Lens size in mm or pixels, Image center, sensor size and distortion ...


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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


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Of course there is. Just drag-select both X and Y axis and enter the value.


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To make it sit on the ground plane you need to move it in the Z axis. If your cube is 1m in height then setting 0.5 in Z will make it sit on the ground plane.


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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 ;)


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If you use the 2.83 alpha, grab this add-on and use the transform tools in the toolbar: https://github.com/tin2tin/VSE_Transform_Tools


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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.. Activate TinyCAD (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 ...


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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: def ...


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Blender 2.82a Alt+, not works on MacOS, try to HOLD . key -> Only Locations [9]


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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 ...


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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


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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: more info: 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 ...


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Just to amplify @dr. 's answer, the 'Child Of' constraint gives Object parenting behaviour, with options for each of the basic transforms, in each of the axes. The 'Copy XXX' constraints give more options: how to combine the target's transforms with the owner's existing ones, and in which space the copied transforms are evaluated.


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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, ...


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On Mac laptop you need to press Fn and scroll (two finger gesture) up or down.


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Let say you want animation A to go from point Y = 0 to Y = 1 from frame 0 to 19, and animation B to stay at point Y = 1 from frame 20 to 40. You could parent your object to an empty that will stay still from 0 to 19, then at frame 20 move at Y = 1. If you're talking about an armature, in Object mode, you could keyframe the object at frame 0 and 19, then at ...


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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 ...


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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 ...


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You can use the transformation tools in the Toolbar (T). If you want to assign hotkeys to these tools, right click on them and then "Change Shortcut".


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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.


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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 ...


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Move the cursor to the timeline window and Press the Home key to show the whole range of frames. Else click and drag on the bottom of the lighter gray bar at the bottom of the timeline to enlarge or shorten the amount of frames being displayed. To extend the animation, select only the last keyframe and move it from frame 100 to whatever frame you want.


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