Ok I don't know if I'll explain this properly. I have no idea what I've selected to make this happen but it's messing with my head. In my current project I cannot move a mesh in Object mode, I need to be in edit mode. If I duplicate in object mode using shift D it seems to add a new mesh, but I can only move the visible Move icon. I have no idea what this is option/function is for. See image below:  If a create a new project with a mesh, I can move the mesh by pressing G. Or when I press shift D it immediately moves the duplicated mesh and can be moved as below:  What on earth have I done? I've searched through all the menus I can think of I don't know what option I've selected to make this happen, but I don't like it. Appreciate any help with this.
8538
I can only move the origin point of the mesh that I selected in object mode, but not the whole mesh Did I set anything up by accident?
66690
My problem is that I have a huge scene with meshes and (let's say) I see this scene for the first time. I do not know it, I want to look around. I can use the controls like MMB  plus look around, ⇧ Shift + RMB  (but scene is too huge for this). Then I select some objects on the hierarchy and press numpad . (but as I said: I do not know the scene and/or the object names can look like all the same as well), what will take me there. I know, I can use the fly camera mode, but that is well... kinda hard to use, for me at least. Is there a better way to move around? Like in a game: WASD + mouse look? (I do not want to move my camera, my goal is to move my editing area to a specific position / angle)
26285
Most of the time when I try to move a vertex or an edge, instead of translating that, it extrudes it, it creates another face or, vertiex or whatever. I do not really get why it behaves like that. I hope I explained it in depth. I am sorry if this is a duplicate post but I could not find anything!
16556
When I attempt to triangulate a mesh I end up with that dotted yellow bounding box when I mistakenly press Shift+t instead of Ctrl+t.  I cannot get rid of it by using Undo.    From what I can tell, it has something to do with Texture Space but I cannot find anything in the Object Data panel that will remove it once it's there.    So does anyone know how to get rid of this and set things back to how they were before I hit that wrong shortcut?
68045
I am doing  Blenderguru tutorial to work on my modelling skills. At about 28:30 min in the tutorial it is demonstrated how to assign a material to a selected part of the mesh (another material is already assigned to the object). Now I have read  post and I think I have selected the right area (with face select) and assigned the new material but it does not work. Why ?
68916
When you add a new mesh, the overlay appears in the bottom left of the screen allowing you to change certain properties. Recently, however, when I try to click on any setting, the box disappears. I've tried clicking, dragging and any combination of both, but the overlay doesn't respond and vanishes as soon as you release the mouse button.    Obviously you only get one chance to change these properties - so I'm stuck without it.  Could an add-on be causing the problem?
38032
I have two scenes in a blend file. How do I move a object from one scene to the other? Not between blend files, but within one blend file but two scenes.
108541
In sketchup you can move an object based on two points. This makes it very easy to align a vertex in one object to vertex in another object. Here is an example:    I want to know how to do this in Blender. It seems that Translate can't align vertexs
114814
I'd like to assign hotkeys to certain actions, like for example "Extrude Individual Faces"? Is there a list of all possible commands somewhere?  For example, in this picture "view3d.edit_mesh_extrude_move_normal" is the command or function. So where can I find a list of all possible commands so I can assign hotkeys to them?
17765
Is there any addon that will allow me to merge multiple different meshes into one solid mesh?  I've spent a great deal of time constructing a fancy window frame, but I made it out of multiple individual meshes.
49418
I'm using 2.8  Is there no default short key combo to remove duplicates now?  I see that I can quickly add a shortcut for it - but it seems to me that it's something that should be in the mesh (w) menu. I use it all the time.  Thanks!
101880
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.
46461
I want to have a Cube in scene A, and linked in scene B, but with different material.  The solution for this problem was found on .     click the material tab and you will see a little drop down that says "dat" or "Data". Click that and change it to "Object". Now you can assign the material to the object instead of the mesh or "Data Block".   But what if I have 5000 Cubes in scene A, and I want 4999 of them to be in scene B with different material X, and 1, with material Y.  If I try to "link material" in scene B, with new material, it won't copy "Object" selection. I would have to go over 4999 cubes and change them to "object" in material tab.  I can't join them, and then separate - all objects are in a mess after that (and blender crashes anyway).  Material override for whole scene won't work for me.  Is there any option to override materials in groups? That would solve the problem in some way.
20124
I have append a mesh (rex) from this .blend .  In edit Mode I see different vertices from objcet mode (see pictures). The vertices of belt are missing!  OBJECT MODE:   EDIT MODE:   How can I edit vertices of belt? Is It a bug?  This is my .blend  maybe can help.
106925
Is it possible to copy an object in Illustrator so that if you make a change in any of them the changes will apply in both? Actually I have this situation where I have a lot of instances of the same object and I need to be faster on changes and copy-ing again and again is not a proper solution, but consumes a lot fo time.  Thank you for your time!
118535
I have a problem that is occurring when I try to add multiple UV maps to one object. When I select a vertex group and unwrap, it works fine, unwrapping just that vertex group to a UV map. The problem is when I select another vertex group and make a new UV map then unwrap, it unwraps that vertex group, but in the UV editor it still shows the previous unwrap in that UV map. I know that it is not just showing up because of "keep mesh in sync" because when I select the previous UV map, the vertex group from the UV map made after that one does not show up in the previous one. It seems every time I make a new UV map, the UV map from before automatically shows up in the new one, regaurdless of using a different texture. I am also making sure that I have just the faces that I want selected when I unwrap. Any help would be greatly appreciated.
92827
I want to use python to move the UVs of the selected objects. I am having trouble with moving the UVs. When I run my script I moves the objects instead, not the UVs. All object have exactly 1 UV map.   My approach the problem:  for mesh in selection:   for UVs in mesh   select all UVs   move UVs     Here is my code.  import bpy  scene = bpy.context.scene for count, ob in enumerate(bpy.context.selected_objects):     if ob.type == 'MESH':         scene.objects.active = ob         bpy.ops.object.mode_set(mode='EDIT', toggle=False)          bpy.ops.mesh.reveal()         bpy.ops.mesh.select_all(action='SELECT')          # execute any editmode tool         move_x = count % 10         move_y = count // 10         bpy.ops.transform.translate(value=(move_x, move_y, 0), constraint_axis=(True, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=0.263331)           bpy.ops.object.mode_set(mode='OBJECT', toggle=False)