When I move an object, I can only move from one place to another, not smoothly.  Why? What can I do to make it smooth? When I try moving a torso, I can only move it from a spot to another, not to anywhere I want.
6062
My cursor is moving by every selection by large increments!  Normally when I use Blender, I am able to select and move objects to any coordinate. Now, all of the sudden, when I select an object or mesh the selection moves by an inch or so in each direction.  How do I reset it to normal?
45032
If I push or hit an object in space (vacuum and no gravitation) in direction what is not going trough its centroid, will it rotate or move along in straight line?   I expect that on earth it will depend on what is less difficult for the object (rotation or linear movement). So the object will do some kind of combination of both movements (rotating and also moving along the direction of impulse or force).  But how could an object "decide" what to do in space, where is not resistance?
46601
Why can't I snap the point I chose to the target point.  I tried for a long time to do this, but no use!  Could some help me? Thanks !
46298
I have developed several puzzles in Blender, and to test them I wanted to animate them.   The first problem I encountered was the rotation of an object around a central hub.   Between keyframes the object would cut across rather than follow the circular path.   To solve this I moved the origins to the centre of rotation, and that worked fine.   The next problem was to move the rotation of one or more of the objects to another hub.   This is where it gets a bit tricky!   It's not practical to have to keep changing individual origins for every keyframe.   I've tried parenting to the hubs but this doesn't make it any easier.   Perhaps there is a way with armatures?   Maybe I've missed something very basic.  I made a small demo to illustrate the kind of rotation I mean:   Keyframe 1.   Keyframe 2.   Keyframe 3.  At this stage there are three answers to my question, and all of them require constraint influences to be turned on or off for each object that needs to change its centre of rotation. Multiply this several times and it becomes a bit of a nightmare!  I'm thinking that to position the 3d cursor at the centre of the wheel and then select all the objects required to turn for each rotation might be easier than the answers so far, but I was hoping for something more straight forward than that.  Don't get me wrong, I do appreciate the effort you guys have put in so far, thanks. :)
103964
How can I make an object show up on different layers without having to copy it? E.g. I have an object animated and I want it to show up on multiple layers.
119717
Dear Blender Community,   i would like to build a very simple carriage kind of vehicle, that is simply pushed or dragged over a surface and has the possibility to react to it. My first idea was to use the rigid body settings for it and just build it how i would build it in real life and push it with a cage like box over the surface. but whenever i start to push it, it simply explodes! I applied all the locations/sizes/transformations whatever and the objectcollision shapes are all set to "mesh". I realy don't get it and can't believe that it is so hard. Maybe someone has an idea how this kind of a model can work and react to an uneven surface, that there is this carriage vibe to it? Would be great!   this is how my model looks now, it doesn't need to be much more complex concerning the design:
51993
Is it is possible to keep the mesh and location linked between the spheres in the example shown below, but have different materials on the spheres?  I have tried several related examples here on Stack Exchange, although the mesh is the same and the material can be different, the position of the spheres are lost, and they can be moved independently of each other.  Does anyone know if it is possible to keep the mesh and location linked, but with different materials on the spheres? That is, any movement of the sphere in scene A should be mirrored in scene B.   The .blend file for this example is available at     The material is linked as object
66433
Why does a body rotate faster if force is applied away from the pivot? I need an intuitive answer to this. Like why does a door rotate slower if I push at it closer to its hinge, or faster if I push at it farther away from its hinge? What actually makes that happen?
41789
When i open the blender file the object seems to move back to origin and scales back down.... I tried to apply location but it gives me an error. Any idea whats happening or what can i do to fix it ?
46800
I'm confused about these two methods in the Unity framework.  Both make the player object move, stop, change direction, etc.  When should one be used over the other and when is one appropriate?
47918
I've got a problem. I imported the single parts of a model as about 80 separate .obj files. The thing is, that the location of the objects is at {0,0,0} but the meshes are at ca {32,-149,1252} which makes them very far from the origin. I need to keep the relative position between the meshes of the objects as they are part of a single model. Is it somehow possible to move all meshes without affecting their relative position? I need to get the model to the origin. Maybe there is a different approach? I'm glad for every tips. Note, I cannot combine the meshes into a single one because I need them separated. Edit: Minimal Example  Create a new file with the standard cube Create an additional torus and move it 1 along the z axis (g z 1) press Tab to get into Edit-Mode of the torus and then move the mesh 5 along the x-axis (g x 5) press Tab again to leave Edit-Mode and select the cube press Tab to get into Edit-Mode of the cube and then move the mesh 5 along the x-axis (g x 5)  After this, you should get something like shown in the following image:  Now, as you can see the location of the objects is {0,0,0} and {0,0,1}. This is similar to the situation I have with my imported *.obj files. It is vitally important the torus stays on top of the cube, but I want to move the meshes so that both objects are in the origin. When I select all objects and move them together to the origin, then I get the situation, where for instance the cube is at {-5,0,0} but the mesh of the cube is at {5,0,0}.  You see that although my objects are now at the origin, the little coordinate system indicator is far behind it. Therefore, is there a way to move all meshes (instead of the objects) while maintaining their relative position?
3206
If I'm standing at the equator, jump, and land 1 second later, the  Earth does NOT move 1000mph (or .28 miles per second) relative to me,  since my velocity while jumping is also 1000mph.   However, the Earth is moving in a circle (albeit a very large one),  while I, while jumping, am moving in a straight line.   How much do I move relative to my starting point because of this? I  realize it will be a miniscule amount, and not noticeable in practise,  but I'd be interested in the theoretical answer.
78915
How can a body travel at an instant and what does instantaneous speed tells us? What really is meant by speed of an object at an instant if an object does not travel at an instant? I would like a mathematical explanation.
94100
If I have the move gizmo on it restricts me from selecting a vertex that is below one of its axis lines. Also if I have a vertex selected and I want to drag around another vertex then it is interpreted as a move on the vertex that is selected.  I checked the preferences but could not find anything that would do the trick.  thank you
42707
I'm new at blender and I'm trying to animate a ferris wheel. But blender is still very difficult for me and I'm stuck. I made the base and the little cars separately but I have no idea how to let them rotate properly.    Anyone who wants to explain me how to do that?  Many thanks!
107324
after animating for a while,  my animation started to play very slowly in Blender, I have no idea why. It was playing very quick and smooth before but now it is very slow    A screenshot during one of the playbacks.
111407
Imagine this scenario. Crane 1 picks up a boulder and puts it into a cart, the cart moves, stops and then the boulder gets picked up by Crane 2.   Armature wise everything works. I'm having difficulty transferring the object  My issue is:  Boulder is child of a bone in crane 1 using constraints. it gets moved by the animation but I can't get the crane to "release" the boulder. Setting the influence to 0 leaves the object where it was before it was picked up.   I can get round this with 3 scenes, but I want to just use 1 in a continuous flowing animation  Whats the proper way to do this?  Thank you in advance for any help Sean