I have created a character's head in 2.8, and I wanted to add a cube. I did so, but when I move the cube down the z axis, it also moves the character's head, even if the only thing I've selected is the cube. Before:  After:  I can move the cube by itself in edit mode, but I used to be able to do so in object mode.
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I created a thick glass bottle and duplicated the interior faces to make a new object to create the liquid inside.   I went in the edit mode, selected the faces I wanted to copy and duplicated them with ShiftD. Then I pressed P to  separate the duplicated faces.   Now I try to make a duplicate of that liquid to make it flow out of the bottle, and I simply need the duplicate of one face of it. So I go to edit mode and do as I did to make the liquid from the bottle faces... but as soon as I'm back to the object mode and I want to move the duplicated faces, every thing moves with it...   I played around and tried things, and while doing so I realized that if I dupe the liquid object in object mode using ShiftD and press 0 to place it where the original is, they move together if I duplicate it and place it somewhere else so that they are separated.   Also if I pick one of the two separated objects and make it intersect with the other one, release my left mouse button to place it there, and then try to move it again, they both move together, but not at the same speed.  I really don't understand what is going on and I'm sure it's really badly explained, so what I'll do is make a screen capture of my Outliner and record the behavior of the objects and upload those to help you understand.
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Hi I'm in desperate need of help, I'm creating an animation for a Magic Cube.     This video shows what I need to create  So far I have been able to move the pivot of a cube one way and then again another by using an armature and an empty, however because these are now linked up I cannot figure out how to move the cube another turn     here demonstrates the point i'm at, I have place empty cubes to show where I need the actual cubes to be, however if I attempt to link them the original position has changed. Is there anyway I can animate these cubes rotating with the one above them?  I'm new to Blender and have had to learn after using 3Ds max for a while I'm struggling a lot would really appreciate the help please! Also I hope this makes sense...
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How can I jump to the selected object in the out-liner, I've got over 200 objects in my scene, all named cube.___ ... and I can't seem to find my selected object. How can I jump to it?
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TLDNR: Are the circled thingies in the picture normal with a subdivision modifier while in edit mode? (note: subdivision set display modifier in edit mode)  I've been trying to create a character that I might like to use for a game in the future. I'm pretty new to blender and these "artifacts" (unsure if that's what they are) are slowing me down.    This problem doesn't show itself when in object mode, only in edit.  I'm using the mirror modifier and the subdiv modifier.  I've applied the mirror mod before the sub mod, due to some strange separation of vertices at the origin of my character.  However, I went back and forth to check, and with the subdiv mod before the mirror mod, these odd "artifacts" don't seem to show. I can't use that arrangement thought, because of the weird tearing problem D:  Any experienced blenderers out there that think they might have the solution to my problem?  PS/Side question: Should I just go ahead and continue making the model of my character, no matter the mistakes/ngons there might be, and then just go over it afterwards with some nice retopology afterwards?
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Ok, so basically I made a 3d model using blender, and I imported it into unity by right clicking -&gt; import asset -&gt; 3dModel.blend. It looks fine and all, but if I try to move the object, the object is far away from the thing that moves it. Here is a screenshot of what I mean:  As a result, the asset would rotate in a BIG circle. So... How do I revert this to a normal state? (Like this one)  Any help is appreciated. Thanks
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I am just learning Blender. I am going through the .  The first part was good. I was able to follow it. Coming from SketchUp, it is taking some adjustment. But I am getting it.  I am just starting the second video. At the beginning, the instructor selects the top of the mug to extrude it. When he presses the E key and Enter, the red, green blue axis moves to the center of those vertices. That does not happen when I press the E key and Enter.   This is only 1:30 into the video.  How can I get the axis in the middle of this circle of vertices?  The next step is to scale. I need the reference point in the middle of this circle of vertices. I cannot left-click accurately enough to position the axis/reference point.  I am using 2.69. The video uses 2.64.
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I have a cube. I select a face of it, and do the following 3 steps:  Insert face Extrude face Resize face  Is there a way to save these 3 actions to be able to use on any other faces? Like a hotkey/macro to improve the workflow. What keywords to search for this? Thanks for your help!
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As a long time user of other prominent 3d software, I'm used to being able to be in object mode and press 1 hotkey to go directly to vertex, edge, or face mode.    I'm using 2.8 and love it, but for the life of me, I can't get used to pressing "Tab" before I hit 1,2,or 3.  To make things worse, those keys (in object mode) hide and unhide collections.  It's driving me crazy.    I just want a smart hotkey that allows me to press 1,2,or 3 in object mode and automatically puts me in edit mode.  Pressing "Tab" would behave as it already does - toggling between object or edit mode.    Is there a way to do this?  Thanks, Chris
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So I have subdivided a face on a cube 9 times and I want to pull a certain area of the face backwards into the cube to make eyes. However, when I select certain vertices and bring them back, they pull the faces surrounding them back as well so they are slanted. Is there a way to only bring the faces that I selected back, so new faces are created on the side?  Thanks in advance!
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If I have an entity, is it possible to teleport that player to face the entity without teleporting the player to the entity (Just changing his rotation)? How could I accomplish this?
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I am trying to select the cube that in the middle of the scene. How can I select it? All I see is a crosshair appearing everywhere I click. Is this a bug?
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I'm trying to animate a character that I have created with blender 2.71, but something doesn't work well. As you can see from the screenshot, I have created the bones, I pressed Ctrl + P and then I have chosen the option 'With Automatic Weights'.     However, when I right click on a bone and I try to move it, the meshes of the character don't move; Only the bones do it. What am I doing wrong?
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I was following a tutorial on rigging (was pretty much done) and now my entire model keeps spinning around the main root bone if I try to move any bone at all. (first picture is where it originally was and still is while in Rest Position, second image is of how it changes when in Pose Position while in Pose Mode or Object mode, Edit Mode seems fine)    I tried clearing All Transforms or hitting the ALT+g, s, r while all were selected and that just caused it to spin in the same direction like everything else does as shown in this picture:   I was nearly finished with this video tutorial here,     and near the last part my issue began. 2:28:07 was the last time I was in edit mode and the pose was fine. Right after the little turrets he then went and parented 3 more bones and then he switches back to pose mode with no problem, I suspect somewhere in there is where the problem occurred on my end. I could have sworn I followed it correctly but maybe I went wrong somewhere I have no idea.   I couldn't find another issue like mine exactly so sorry if this question has been asked before, I'm still very new.  Edit: I checked in the video comments to see if it had happened to anyone else but I did not see any mention of it unfortunately.  Edit2: Picture for more detail on the yellow lines.
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I've set up a rig and built it around my model, and I've linked it to my model but when I rotate the bones in pose mode, the character doesn't move with them.   My rig is the human meta rig that comes with rigify. I've seen tons of videos of it working. Why isn't it working on mine?  My character was made by creating different body parts and joining them together into the same object, then a texture was added by unwrapping them in texture mode.
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how do you make clothes move along with your model? Do you rig the model first and then parent it to the body of the character then click cloth simulation? I am a little bit confused with the process. Thanks for the help.
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I created a model with make human and added hair via the emitter tool.  I added clothes and rigged the person with pitchipoy.  Everything seems to be moving right except for the hair.  While animating the object the hair stays in place, shouldn't it follow the emitter and the bones?  Or do I have to add bones for the hair somehow as well?
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I'm not sure what's going on here. I have a cube which I have turned into a rectangle; it's a child of a plane which is the "ground" so that they share rotation (this is a pinball table).   To create these cubes, I just used the create => 3d shape => cube/plane option. No packages are used.   The issue is when I rotate the rectangle, the collider visibly becomes wrong.  This is before rotation:    This is after rotating on the y axis:    The collider does seem to rotate, but not at the correct amount. Can anyone shed some light as to what's going on here?  Here's the inspector and hierarchy:      I also tried making the plane a cube, it didn't change anything.