difference between picker parent and ctrl-p parent? when I use the picker to parent the sphere object to cube the sphere moves from place of origin, but if I parent sphere to cube with ctrl-p, sphere does not move from place of origin. why does that happen?  I use blender 2.79
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I used Blender2.79 and I think I just find the problem.  I have two objects and I want to make parent relations to each other,   when I used CTRL + P, the child's transform location still relate to the world's location.    However, when I manually use (properties -> object -> Relations: Parent) and select the object that I want to set it to parent. It used the parent's transform.    I belive those two ways are doing the same things and I miss the setting or this is a bug??
98151
I was astonished when I heard the announcement of left Click by Default. Anyway  I gave it a try and it felt familiar. but I got stuck when it came to adding objects to the current selection. Ok now I know shift+CTRl left Clicking ads new objects to my selection (why not shift or CTRL). But I have no idea how to deselect one object from the selection.  Can you help me?
106853
The Knife tool is stuck to the origin of the object. I hover all over the vertices and edges, and nothing. There is nothing inside of that object, no hidden vertex, it's literally the origin. I tried it on all of my objects in the file, and they all have the same problem, but when I open a new file, the Knife Tool works just fine. I can't find the answer anywhere else, so the only way to continue is to copy paste everything I have in that Blender file to a new one in order for it to work again.  System Information  Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30  I am using Blender Version 2.91
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I've spent more time than I should trying to get my ray picking program working. I'm pretty convinced my math is solid with respect to line plane intersection, but I believe the problem lies with the changing of the mouse screen touch into 3D world space.  Heres my code:      public void passTouchEvents(MotionEvent e){           int[] viewport = {0,0,viewportWidth,viewportHeight};         float x = e.getX(), y = viewportHeight - e.getY();          float[] pos1 = new float[4];         float[] pos2 = new float[4];         GLU.gluUnProject(   x, y, 0.0f,                             mViewMatrix, 0,                             mProjectionMatrix, 0,                             viewport, 0,                             pos1, 0);           GLU.gluUnProject(   x, y, 1.0f,                             mViewMatrix, 0,                             mProjectionMatrix, 0,                             viewport, 0,                             pos2, 0);     }   Just as a reference I've tried transforming the coordinates 0,0,0 and got an offset.  It would be appreciated if you would answer using OpenGL ES 2.0 code.
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So I was just modeling a Pokeball to upload to Deviant Art for fun. And as soon as I left the live preview in object mode as seen here(Picture 1),   I went to start adjusting the camera only to be greeted with this(Picture 2).  The mesh is still fine in edit mode. I am just wondering what it is and why Blender is replacing the spheres with what would belong to a science fiction game.   Thanks in advance :)
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Problem:  I have situation like this:     When I move The highlithed object the green human object moves its component as well and it shoudln't.      Objects are in no parent-child relationship.  Linked - maybe?  I thought that object may be linked. SO I tried unliking: - I highlithed the object (but not green human) - I pressed U --> Object - Is that all you have to do to unlink objects?  Can you point me in what I am doing wrong?  Side question: How can I check if an object is linked with another object?
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Say I have a set of objects parented to another object, for the sake of this example say they are parented to an empty.  If I have the empty selected, is there a way of quickly selecting all the objects parented to it?
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Newbie to blender here. I'm trying to take a curve or traced object and essentially make it wider all the way around. I'd also like to do the same, later but make the same object thinner all around. I'm trying to make a cookie cutter for my daughter and I want to make the object below porportionally wider, then drop a copy of it (only thinner) on top and join the objects together, this will be the "stamp" or cutting edge. Am I thinking about this correctly?      I'd like to make the copy of this object much thinner and drop it on the top.  Thanks in advance!!!  which vertex are you referring to?
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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
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How can I create an  using python? I'd like to create one for each selected object and then all empties should be parented or constraint to the selected objects, meaning that the rotation and position should be copied over as well. I tried something along these lines but I can't get it to work properly: import bpy  for obj in bpy.context.selected_objects:     bpy.ops.object.empty_add()  Q: How to create an empty per object in selection?
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I have a VF page to make a record for a custom object. It has 2 &lt;pageBlockSection&gt;. The first should always be rendered, and it contains a picklist. Depending on the value of the picklist, the second might be rendered.  What is the best way to go about this? Can the standard controller handle this, or does it need a custom controller? Why isn't my second section rendering correctly?  The picklist:  &lt;apex:inputField value="{!CustomObject__c.Type__c}"&gt;       &lt;apex:actionSupport event="onchange" reRender="section2"/&gt; &lt;/apex:inputField&gt;   And the second section:  &lt;apex:pageBlockSection id="section2" columns="1" rendered="{!IF(CustomObject__c.Type__c == 'Functionality Request',true,false)}"&gt;       &lt;apex:inputField value="{!CustomObject__c.Priority__c }"/&gt;  &lt;/apex:pageBlockSection&gt;
25849
Can anyone tell me the difference between ctrl+z and ctrl+c?  When I am in the terminal, both the combinations stop the current process, but what exactly is the difference between both?
121370
I am making my first object in blender (a bow) its very simple started with a cube, thinned and / extruded / scaled / rotated / extruded / scaled / rotated / etc. to create half the bow about 5 pieces, I then simply mirrored if for the other half added a string then placed a single bone on the string (parent) another bone on the main bow (child) them) parented them, tested the mechanic, pulled the sting bone pulled away from the body bone okay.  Then selected the entire bow, and parented it to the bones with auto weights.  Now here is the problem.  In pose mode when I go to pull the bow string, it does pull back but instead of the string just pulling away from the bow frame, the string pulls back and the bow frame kind of pulls apart at all of its vertices. It just kind of falls apart.  I am following a tutorial that explains little to nothing other than just watching someone do it, so I don't know what he did that kept the bow in tack when he pulled the string, I tried groping the bow pieces all together but this didn't help.  Any help would be greatly appreciated.
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I want to duplicate particle system(shift D), and make different Render objects. But after i change Object, it makes the same change in both particle systems ( original and duplicated). Somehow it's still linked.. ?
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Is there a way to specify the center of rotation in Sketch? Normally it simply rotates the object around its center. If there is no native way maybe it's possible to write a plugin!?
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When I parent an object to follow a path and animate it, I only get a linear mode animation and changing that in Grapth Editor to bezier doesn't work! How to do that?
111295
Hi I am new to Blender (and 3d design), I have seen that some people can do this. I mean that they can create a cube, apply the &quot;Subdivision Surface&quot; modifier to it and be able to modify the object using the vertices that are formed when applying the modifier. On the other hand, if I create a cube, and apply the modifier &quot;Subdivision Surface&quot;, it looks like this  The object still has the shape of the cube and I can only modify it by modifying the surrounding cube. I would need to know how to remove the cube and be able to modify it using the shape of the object. Thanks in advance.