New to blender,  I just made a simple model, but now when I try to change the mesh, the entire mesh stays together and is moved as well as deforming. For example, attempting to shape a cube by grabbing one vertex no longer pulls that vertex, but moves the entire cube in that direction, and subtly deforms it. I don't have this problem when I 'load factory settings' but every time I load this particular project the problem persists.   After some googling, it seems like it is acting like I'm deforming a shape key, but I haven't learned much about those yet, and it doesn't look like the mesh even has a basis shape key yet. Does anyone know how to get back to normal editing? And maybe what I accidentally pushed to cause this in the first place?
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My problem is that I sometimes lose the ability to independently translate or otherwise transform any parts of a single mesh. If I try, for example, to just translate several faces, edges, or vertices, then the entire mesh will stretch and displace itself in order to follow the translation. Or, alternatively, if I try to translate just one face then the whole mesh will move as if I'm translating in Object Mode.  I'm not really sure I know how to describe this problem properly. I don't even know how to reliably reproduce it. It seems to happen to any given mesh at random, and it doesn't stop happening to that mesh unless I delete and remake it.  I assume that I must be doing something wrong to cause this to happen. Does anyone have any ideas? Thanks.
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I stumbled across a solidify issue, I cannot wrap my head around. I have a simple mesh, consisting of three faces.  When adding a solidify modifier, I expect to get an object with three walls, where every angle is square. However, whatever I try, tweaking the various solidify parameters, what I get is something like the following, with a skewed rim.  Did I hit a bug, or is it a limitation of the solidify modifier? Is there a workaround?
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I have a simple skull model, to which I applied the subdivision modifier. For the most part everything works as expected, except I keep getting these weird sharp vertices and I can't seem to figure out how to flatten them.    I'm using Blender 2.8. Is this some kind of feature I can disable/enable for particular vertices? The distance between the sharp vertices and the gray outline differ.    Any suggestions please? Thank you!  EDIT: I also tried selecting as both - vertexes and edges and then applied Edge->Clear Sharp, but nothing changed.
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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.
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Aloha.  I'm experiencing a similar problem I had with a prior posting  with another object I created by joining 3 objects that doesn't rotate uniformly consistently.  I tried clearing and applying rotation of individual objects and joined objects to no avail.  I have  as well as object by itself in blend file if you need to see them  Any ideas?  Thanks.
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I unwrapped the whole mesh, but one face is always black, I tried CtrlN and ShiftCtrlN but there is no change.  in the 2d editor "View > UV Local View" isn't selected  you can get the blend here :
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I've got a problem. I imported the single parts of a model as about 80 separate .obj files. The thing is, that the location of the objects is at {0,0,0} but the meshes are at ca {32,-149,1252} which makes them very far from the origin. I need to keep the relative position between the meshes of the objects as they are part of a single model. Is it somehow possible to move all meshes without affecting their relative position? I need to get the model to the origin. Maybe there is a different approach? I'm glad for every tips. Note, I cannot combine the meshes into a single one because I need them separated. Edit: Minimal Example  Create a new file with the standard cube Create an additional torus and move it 1 along the z axis (g z 1) press Tab to get into Edit-Mode of the torus and then move the mesh 5 along the x-axis (g x 5) press Tab again to leave Edit-Mode and select the cube press Tab to get into Edit-Mode of the cube and then move the mesh 5 along the x-axis (g x 5)  After this, you should get something like shown in the following image:  Now, as you can see the location of the objects is {0,0,0} and {0,0,1}. This is similar to the situation I have with my imported *.obj files. It is vitally important the torus stays on top of the cube, but I want to move the meshes so that both objects are in the origin. When I select all objects and move them together to the origin, then I get the situation, where for instance the cube is at {-5,0,0} but the mesh of the cube is at {5,0,0}.  You see that although my objects are now at the origin, the little coordinate system indicator is far behind it. Therefore, is there a way to move all meshes (instead of the objects) while maintaining their relative position?
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When I try to copy object data from one mesh object to multiple objects, the rest of the objects disappear, and the object data is only copied to one object. I don't know what I'm doing wrong. Any help would be appreciated.  Problem below (.gif):
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Am new in Blender but it keeps crashing whenever I'am in the shader editor.  My changes doesn't affect my mesh in the shader. How do I fix this?
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first time here.  Alrighty, I'm quite new to 3D model design in Blender, but I have a little problem with my book model. The mesh is fine (I think). But there are a good few points where the text mesh goes wrong for some weird reason. If you need to know which version of Blender I'm using, it's Blender 2.69.  When I apply the "subdivision surface" modifier and set the subdivision render to 2, the faces go in and deform in certain areas. As far I'm not sure what is wrong at this point. I've taken two pictures just in case you need them.       Take note that I'm still unaware of some certain tools and common knowledge in Blender, go easy on the in depth reasons and fix details. Just simplify it please :)   Blend file :
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I'm new to Blender, when I was working on a simple character like in the tutorial I'm following. I tried to change the shape of 2 cubes by moving the x and y arrows on the widget but it's not working and it doesn't even give me an arrow shape when I use box select. Does anyone know why this is happening and how I can fix it?
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My problem is simple. I think that the strange deformations on the top are there because there are so many vertices in one face. How do I fix this while maintaining nice topology?  Although I triangulated the top polygon, the problem still persists.
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I have a skeleton rig and mesh configured in blender that I have imported from 3rd party application.  The rig and mesh are already working together correctly in blender.  I would like to adjust the position of some of the bones to align with animations from another 3rd party application.   Currently 1 or 2 bones cause the mesh to deform incorrectly due to differences in bone position between the animations and the armature for my skeletal mesh.  So the question, is it possible to move the position of the bone without the attached mesh being deformed during the move and maintain the existing weight painting for the new bone position?  So for example in my rig the neck bone is positioned more towards the back of the neck surface, but the neck bone in the animation is more centered, so when I apply the animation the head of my mesh is artificially leaning forward due to relocation of neck bone.  When I try to move any bone in my rig the attached mesh moves with it  Hopefully the makes some form of sense :oo  Thanks in advance
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I tried adding weight, removing weight and removing doubles. The mesh popping out won't go away. Any ideas?    Blend File:
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Here is the .  Picture:   It's nothing special but I cant figure out why I get problems rigging this mesh. It would be important and a great Help! Thanks for reading and I know there are a lot of guides answering this question but I tried all and it doesn't seem to work.
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Is there anyway to cleanup vertices/edges in edit mode?  I have been deleting some faces from a mesh but it seems to create a few loose vertices/edges.  Update for clarity:   So I have a mesh like this:    And I delete some parts of it and end up with some edges/vertices that do not have any faces:    Can I automatically select and/or remove those?
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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?