I am new to Blender and i have a very frustrating issue. I find it difficult to get used to all the shortcuts so i may have pressed something i didn't mean to :     XYZ axis should be in the center of the object / face / vert (like in the first picture), not in the center of the 3D cursor (like mine is in the 2nd picture). How can i achieve that ? And how can I return it back ?
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I think I accidentally pressed something to make it like this:    See how the XYZ arrows are at the 3D cursor instead of those vertexes I've selected?  How do I fix that? Whenever I select on a vertex or something, those blue, red, green arrows would always be where I selected, now it just keeps going to the 3D cursor.
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I have a sword handle and I want it centered below a completely differently object that has a face on the bottom with a vertex in the middle. I could also snap a central vertex to the other one but I don't know how. How can i do this?
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today i run into another problem. i dont know how i have done it (probably i clicked sth what i should not click) - anyway - since that moment my objects are behaving totally different when i try to rotate them. the objects are now rotating around the pivot point but they keep their alignment - not sure if i am clear. eg. if u would rotate a plane which is lies flat on the ground it makes the rotation but the faces of the plane would still be up and dont which shouldn't be the case with the "normal" rotation that i know. so i want to understand what i have done (because this kind of rotation could be also usefull sometimes for me) and how can i return it in the case it happens again.
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When I make a 3d model in blender and import it to unity the model has an incorrect size and im thinking the problem has to do with the units but I don't know what units to use while modeling in blender (cycles).  Another problem is that when I import it into unity it imports itself without textures so im thinking it has something to do with how I save the model in blender, right know im saving it as .blend  And the final problem is that when I import the model from blender to unity the y,x,z axis are inverted or weird.  Thank's in advance.
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I have a problem that's kind of weird. The numpad operation keys (+, -, *, /) dont work as expected. I cant do the math when transforming objects.   For example hitting G while object is selected, then X then 2 + 2 doesn't move the object 4 units on the X axis, instead - it moves it 22 units, like if that + hit was ignored.   I've noticed it when moving from Blender 2.68 to later versions. (actually after installing 2.68 after the installation of 2.75, the 2.68 also works that way)  Is there anyway to get back the old functionality?
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I learned at school that the z-axis is up. It is the same in modeling software like Blender. However in many games the y-axis is up.  What is the reason?
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I was working on my character's hand when I realized half of the body was suddenly deleted. I am trying to recreate the other half, but it just won't mirror properly in the center. I tried moving the origin to the 3D cursor while it was completely centered, but the mirror modifier is still applied at an angle.
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I've watched several tutorials and very often they applied the location, rotation or scale to the object when they transformed it in Object Mode. They always said it is important, but why?
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Does anyone have this problem and know how to fix it? I am used to being able to rotate around the global z with the number pad or using scrollwheel + ctrl + alt, without regard to which way my camera was currently facing. It is a habit formed over the last 10 years of blender use, and was a quick way to single out parts of a mesh when working. Now however, this appears to rotate around the viewport why (IE, it rotates around an imaginary fixed line drawn from the center top to center bottom of the viewport.) This change is really throwing off my work, and I have ground to a complete halt since installing blender 2.77 an hour ago. Edit: Things I have tried so far, with no change:  Re-installing  Resetting to Factory  Switching Orbit from Turntable to Trackball (I think the problem is that I am stuck in Trackball for some reason, but not sure.)
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Hello everyone I have this problem that I have tried everything I could think of. The problem: I am making a 2D game with parallax effect but I am using 3d space so am not simulating the parallax but letting the perspective projection take care of it for me. now the problem i have my own game editor where I design the levels, in this editor I use just images and I set a Z value for each layer. however I want the layers to show in the game engine exactly as I set them in the game editor, in short I want perspective projection to do parallax but without changing their scale or offset/position.  obvious solution is to scale them up and offset them but the problem how to calculate their offset? with scaling I tried object->Scale(object.Z/view.Z) and seems to return them to their real size but their positions are still wrong. I tried object->setPositionX(object->getPosition().x*(object.Z/view.Z)) and seems to be aligned except they all seems shifted.  I have tried unprojecting and tried to convert from world matrix to screen matrix and find some ratios and so on.  If anyone have any idea or anyway how this could be done in an elegant/mathematical way , I will be most grateful.  Thank you all in advance.
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I have only worked with ellipses aligned with the x or y axis. However, how can I approach the following:  Suppose we have an ellipse centered at the origin of the following form  $$ax^2 + b xy +c y^2 + d = 0$$  How would I go about finding the axes on which it lies. As clearly this will be a rotated ellipse.
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I have 2 objects a face and an ear. Mirror modifier works fine for the face. But when I use mirror modifier to duplicate the ear on X axis, it duplicates on Z axis. And when I use mirror modifier on Z axis it mirrors on X axis. How to correct the axis orientation?
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I often find that I can zoom in to a point, but then cannot zoom any more, even when there is a lot of room to zoom to the meshes on the scene.   This is particularly annoying in the following scenario:  I often land up left clicking on the scene and the 3D cursor shifts there. I use Shift+C to shift the 3D cursor back to the origin. However, this also centers the view on the cursor and shifts the view to show all objects, and sometimes this zooms things way out &ndash; at this point, if I try to zoom in, I can zoom in to a point (using the pinch/zoom on trackpad), but then it stops zooming in.   How do I zoom in after that? Is there anything else I am doing wrong in this case?
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I'm considering adding a feature to the 3d-printing tools, or to the Transform menu -- whichever is more appropriate.  Background: When 3d printing, one often must rotate an object so some face(s) lie flat on the xy plane, so it'll print flat.  Present method (which works, but is a lot of steps):   Select the desired face (in edit mode) Shift+Numpad7 to view it from its local Top Go to Object mode and add an Empty Check Align to view (so the empty is aligned to the top-down view of the face) Parent the object to the empty (empty becomes parent) Select the empty and clear its rotation (Alt+R) Select and unparent (Alt+P) the object, using Keep transformation Success!   Desired methods: A. Rotating the mesh in edit mode might be satisfactory, so:   Select face Hit button (Make Face Bottom?) in 3d-Printing tools, which rotates the whole mesh so that face aims down.   Note: Sometimes someone may want to align so this is the top or side face, so the button might be better as: Align object to face, followed by a tool option which allows a selection of: "Top, bottom, left, right"    B. Rotating the object itself might also be desired by some, instead:   Select face Shift+7 to view from face's "top" Go to object mode In the transform menu, select Align object view-rotation.  Tooltip: Rotates object to align the current view's rotation with an axis.(Or something more clear). Tool-options allow overriding default of -Z with: Z-, Z+, Y-, Y+, X-, X+   Note: Tool-options may also allow a pulldown of the available Transform orientations, defaulting to global.    The easiest and fastest implementation might be a python addition to the 3d-printing tools, but I believe it worthwhile to consider the usefulness of this feature in normal modeling, and therefore its addition to the transform menu -- this has the secondary positive effect of it working on the object instead of the mesh, thereby retaining the object's local transform orientation.  Advice, suggestions, questions, or assistance are all welcome.
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I seem to have screwed up something that allows you to inset evenly, I think I have tried every combination of settings in inset and pivot center and even is far from even.  I tried uninstalling and re installing blender 2.71 and get the same result.  The image attached is a simple default cube that I tried to inset evenly.  I have also attached the blend file link  help??
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Ok so i am a bit of a noob in blender, so I need help with this.  I am trying to texture something, but there is no texture button where there should be, because the blender edge window cuts it off here's a picture
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So,  Each of my polygons is a separate object. Their default normals point like this:   But their orientation or local axes are like so:   How can I make their local axes to be like so, but automatically?   I guess particles might be one solution for this exact case (if you emit new objects on top of the existing ones) but let's say the original objects are triangles and I wouldn't want to change their shape and pointing direction at all, only their local orientation axes, would that be possible?  Cheers!