Why is the edge length not changed when I scale the object? As in the picture below, the description of the edge length is not changed from 2m after scaling.
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My question is: why do Object mode scaling and Edit mode scaling seem to be incompatible? I'm quite new to blender, so I may not know sth important about these modes. The actual case is:  I create a cube, which is 2×2×2 metres in metric units by default  (it's also shown under 'dimensions')    Then, with the cube selected, I switch to Edit mode, and enable 'Edge info: Length' under 'Mesh display'    And it shows the cube's measurements, which are 2m on each edge.  Now I use the scale tool in Edit mode, making the edges 2.244m    That's good so far. Changing back to Object mode, the changes can be seen under 'dimension'    However, when I use the scale tool in Object mode, the scale and dimensions also change, but changing back to Edit mode, the measurements shown remain the same      So the question is, why does the scale tool work differently and have different effects in Ojbect mode and Edit mode? Also, how can I enter the desired size of my cube manually to get an accurate result, without using the scale tool in Edit mode, and without changing the scale ratio in object mode?
105713
Blender and python newbee here. I would be very happy if one of you could help me with the following problem i am running into: i have imported a scale model into blender, which i want to render in real life scale. When i scale the model, the materials do not scale with it and look bad. The materials however all have a  named &quot;Scale&quot;, which, if i edit it with the same scale i am scaling the model, fixes everything and it looks right then.  It would be so much easier to have a script to do that semi-automatically, as the model uses way over 100 objects with different materials... What i could find was this , but i have not been able to adapt it to solve my problem, as i have no prior experience with scripting. What i would like to do:  Select the objects i want to change Go into scripting copy a script into it edit a number that should be put into the value node labeled &quot;scale&quot; of all selected objects run script be happy to get way better rendering results.  I am using Blender 2.83.4, in scripting the console says PYTHON INTERACTIVE CONSOLE 3.7.4 (default, Feb 17 2020, 16:23:28) [MSC v.1916 64 bit (AMD64)] Every help is much appreciated!
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All of a sudden, in a particular scene I am working on, the edges of all the models have become partially transparent.  It is like what happens when you have a very small start clipping pane and are looking at a small model up close.  Except the clipping panes have not been changed, most of the objects in the scene are not very small, and I am not zoomed way in.  Here is a screenshot:   The crude barn thing pictured in the screenshot is about 30'x25'x26' and the zoom is pretty standard.  This behavior is also not dependent on the zoom, and again, I have not changed the clipping panes.  And I do have limit selection to visible checked, it does look similar to what it would if that was disabled, but that is not the problem.  What is this caused by and technically what is responsible for it?
40305
I'm very new to Blender. I've used a loop cut and slide to make the shapes I want to indent in this object, then extruded them inward to get them how they look now, then dissolved the unnecessary leftover edges. I wanted to apply a bevel to some of the edges, so I used Tag Bevel in Edge Select Mode and marked the edges I wanted to Bevel, added the Bevel modifier and set the mode to weight.  On one side, it looks exactly how I want it:    On the other side though, some of the edges aren't being bevelled despite being tagged (the ones closest, on the left side):    Why is it working for every edge other than these ones? This is the wireframe of the object and it doesn't appear to be any different on the side that works to the side that does not:    And these are the bevel's settings just in case (I've tried fiddling with the width and it doesn't seem to have any effect. Incidentally, if I change limit method to None, those edges bevel fine):
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Let's say I have a ring of vertices that I'd like to scale down, and I'd like them all to move by a fixed amount, like 1mm (I usually work with metric units). What's the easiest way to achieve this? If I type '1' it just sets the scale to 1 and they don't move.    The only way I've come up with to do this is to extrude a vertex along one of the axes by 1mm, and then snap the scale movement to that vertex.      This is a pain though, and if I don't have a vertex that happens to lie on an axis I can't do the little extrusion trick and it doesn't work at all. I do a lot of modeling for 3d printing, and I end up needing to do this all the time. Hoping there's a better way to do this.
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Hello. I'm a beginner.  In the model shown, when I select all of the top vertices and then scale them to the center, the center of scaling is not the center of the 3d-model.   How do I move the center of scaling? How do I move the manipulator widget where I want it after selecting?
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The scale of my map is wrong, no matter what coordinate system I use in my project. The map and all objects show the correct coordinates but the scale of the map shows nonsense and the measurement tool gives wrong dimension.   The map should be like 1:10000 but qgis shows 1:1. Anyone an idea?
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I am wondering if Blender has some hidden function or anything that can make even space between edges when adding new edge loops with ctrl+R. Or even space after adding them, like if it was a mirror effect of the selected edge, so that the other edge moves the oposite way if you know what I mean.  I made a GIF from 3ds max that shows the method I am looking for:      Figured out with help from Blender discord community that I can select my 2 edges and scale with Z, but this only works if the axises are perfectly alligned. What if I got something bent with different size like a cone, the vertices of the edges would not follow the edge with this method :(  Any ideas?
100459
So I want to change how the mesh looks (through edit mode) so the geometry of the shape changes throughout the animation. So I have a laser but I want my selected faces to be scaling up and down. How can I do this?  Thanks in advance
100168
My problem is that when I scale down my drawing, the line weights stay the same, blotting out the artwork. If I scale up, the line weights become too thin. I've noticed that parametric effects don't scale together with the drawing.  How do I scale drawings in Adobe Illustrator and still maintain the proportions of line weights, gradients, and effects such as offset path?
81453
OK, I've plotted these graphs but am unable to stretch the second one, so that they both have the same values on the vertical lines drawn from one to another. I've tried to set domain=0:2200 for both but it doesn't work.
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I need a way to render a picture that is longer heighth-wise than width-wise. Changing the scale of the camera does nothing. I've been told to look in the scene focus settings, and I didn't see anything. Is there a way to change the shape of the rendered image?
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I tried crating faces but it left missing edges. In the end I was left with all the right lines but there was no vertex in the center.    Here's a follow up image in case you're wondering what I mean. Notice how there's no vertex in the center.
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Why does the apparent size of an object change when it is farther away from me compared to when it is closer to me?  Can someone perhaps explain this through an optics perspective?
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It seems that the scale option scales only the length of lines, but not the size of texts. For instance, 1 and true and not scaled in the following code.  \begin{tikzpicture}[thick, scale=0.6] \draw [dashed] (1,12) -- (11,12); \node[above] at (4,11) {1}; \node[above] at (8,11) {true}; \end{tikzpicture}   Could anyone tell me how to scale everything together within a tikzpicture? Thank you very much!  PS: It is a picture in a presentation with Beamer.
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When adding a new object, I would like it to come in at a smaller size (scale). I have changed my scene units to Inches and a new mesh object is 2 ft x 2 ft, or 24 inches x 24 inches. It would be convenient to control the size of all new objects to something more manageable like 2 inch x 2 inch.
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in my node setup I have a value node. I want this node to influence the scaling of my mapping node.  Is there a way to achieve this? Or is there a math/vector node setup I can use to manipulate the scale of my texture?      I found an answer to my question:   Because the original question here is another one, I won't delete my post. Maybe it is helpful for someone.