Though I am new to Blender, I am not new to modeling. Still there is one thing I am not finding in Blender 2.8 beta, and it's frustrating the hell out of me.  How the heck do I change the properties of a primitive during creation.  In Blender 2.79 I see the option to do this, during creation, in the bottom left corner of the screen, but I do not see it in 2.8.  For example, with the selector icon chosen, which seems to be the default upon opening, I go to Add > Mesh > Cylinder. The cylinder shows up on the screen, but I cannot find the properties to change the number of vertices/facets, the radius, the height, etc.  Am I doing something wrong?  Thank you,  Jim
3435
The tutorial I read is based on 2.79. So I'm not sure if it's still the same name in 2.8. But I can't find anything providing similar functionalities.
80876
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?
33354
So, i want to add some water to my scene. But i´ts the second video i am watching with options displayed that are missing in my blender. Am i missing something? It´s about the materials...   this is how it should look.   and how it looks on my blender. There are far less options. Where is Lambert for example? Can someone suggest another video/way to do it?
1963
Is it possible to change the default mesh color/shading in 2.8 to be more like 2.79? I'm finding it hard to see finer detail in 2.8. On the left is 2.8 and the right is 2.79
62253
I used Blender2.79 and I think I just find the problem.  I have two objects and I want to make parent relations to each other,   when I used CTRL + P, the child's transform location still relate to the world's location.    However, when I manually use (properties -> object -> Relations: Parent) and select the object that I want to set it to parent. It used the parent's transform.    I belive those two ways are doing the same things and I miss the setting or this is a bug??
112945
I am trying to develop several shaders that need to take into account the position or orientation of another object in my scene.  Seems like a generally useful thing to be able to do.  Here's an example of something that almost does what I want (for a simplified case).  Here is a Cycles shader node tree that will shade an object green for points that are more than 1 unit from the origin and red if they are less than 1 unit from the origin.    And here I'm moving a cube with the material close to the origin to see the effect.    Here is the crux of what I am looking for...  Rather than having the origin be the source of the red colored region, I would like an Empty to be the center of the red colored region.  And I would like to move the Empty around rather than the other objects to control the effect.  Thanks!  The .blend file for my example can be found at...    I can use a geometry node to get things like normal and position from the shaded object.  But I'm unsure of how to get properties from the other object.  I have just started down the road of using drivers.  I figured I could create a custom property on the shaded object and add a driver that sets it to the other object's properties.  Then I'm hoping I can use an Attribute node to get at the custom property.  However, I'm at a loss how to best do this via the UI.  In particular...   Can I add a custom property for a vector quantity (e.g. position)? Can I create custom property groups so I can add drivers to x, y, and z at once (as the built in property groups for things like position, rotation, and scale have)? Do I need to do x, y, and z separately and then convert them to vectors with a Combine XYZ node? Can I even refer to a custom property via an Attribute node? Do I need to resort to Python? Can this be done at all or do I need to find some other way with multiple passes?   If someone can provide an extremely simple example for Cycles it would help me a lot. How about a shader for a UV Sphere where the sphere is green where it is within 1 blender unit of an Empty and red where it is more than 1 blender unit from the Empty? Can even just be in x to make things simpler.
7459
I am using blender most of the time to model things for my 3d printer. So a default unit in "meters" is not really helpful!  Within the scene settings it is simply possible to set the units to millimeter and the unit scael to 0.001 so everything seems to work as I want it to work...   But if I add a new primitive it uses its old default sizes in meters... so a new cube get's 2000 x 2000 millimeters instead of 2x2 or whatever will be useful..  Same for all other new objects...  How can I change the default sizes of new objects permanently?   And how can I change the settings in the application templates? Right now using ctrl+u changes the "general" template - perhaps because I loaded it before...   Thanks a lot and best regards Stefan
17700
I want to make the origin in edit mode at a vertex, but it keeps setting it to the last clicked-on face :( So now in edit mode the pivot is on the last clicked-on face ;(
54763
I just enabled the Blenderkit addon but cannot seem to figure out how to edit the objects. I looked in this reddit thread and amazingly none of the solutions worked for me.  Making it a single user object, data, and materials did not work. I do not see any option to append when adding a model form the Blenderkit asset bar (I even tried saving it and appending the object in another instance of Blender and it still would not let me edit it). And when I right click I do not see an option to make local on outliner collection. I am using Blender 2.83 if that makes a difference but can use 2.9 if need be. Any other solutions?
46202
I'm trying to amend an addon that I made for Blender 2.7X to work with Blender 2.80. The problem is with  bpy.context.scene.objects.active = some_object   This is how I used to set an active object, the problem is, active property was removed in the new API!,reading other Q&amp;As, I found 2 suggestions:  bpy.context.object   and  bpy.context.active_object    The problem is, both of these will return the already active object, but when I try to use them this way:  bpy.context.active_object = some_object   or   bpy.context.object = some_object   I'm getting an AttributeError: property is read-only!  I tried the documentation with no luck!  EDIT:  According to Blender 2.8 WIKI API changes:   bpy.context.scene.objects.active   changed into  bpy.context.render_layer.objects.active   This doesn't work, AttributeError: 'Context' object has no attribute 'render_layer'
63821
Is it possible to have a mesh coloured and textured in cycles and then have it displayed in internal?  The only reason I ask is because I am building a log cabin and want to put some windows in. When I have done glass in cycles (Nodes) it looks much better (realistic) but when I try to do this and go back into blender internal to finish the rest of the log cabin off the window and the mesh surrounding the window becomes undefined and discoloured.  Is this because I am trying to put cycles into internal or because I am doing something wrong?
109564
2.81a here. I am trying to add a "background image" similar to how , so that I see a screen that looks something like this:    However I can't figure out how/where to access this screen in 2.81a as the UI is wildly different. Any ideas?  I am new to Blender so if you can provide a click-by-click list of instructions it would be enormously appreciated!
114442
When I create new rounded rectangles, I see the radii and other information in the properties, but after I work on something else and go back to that layer, the information does not show. How do I adjust the radii of the rounded rectangles without deleting and creating a new one?
2399
So if I have this custom panel in the 3D view, is there a way I can take a property from for example the properties window and paste it onto my panel below the "text" prop, without creating a new property?  The reason I do not want to create a new property is because I want them to share all data, such as values, keyframes, drivers etc.        bl_info = {     "name": "",     "description": "",     "author": "",     "version": (0, 0, 1),     "blender": (2, 70, 0),     "location": "",     "warning": "",      "wiki_url": "",     "tracker_url": "",     "category": "" }  import bpy  from bpy.props import (StringProperty,                        BoolProperty,                        IntProperty,                        FloatProperty,                        FloatVectorProperty,                        EnumProperty,                        PointerProperty,                        ) from bpy.types import (Panel,                        Operator,                        AddonPreferences,                        PropertyGroup,                        )   class inouse_Settings(PropertyGroup):      my_bool = BoolProperty(         name="Enable or Disable",         description="A bool property",         default = False)     class UV_OT_my_panel(Panel):     bl_space_type = 'VIEW_3D'     bl_idname = "UV_OT_my_panel"     bl_label = "Custom"     bl_category = "Custom"     bl_region_type = 'TOOLS'      def draw(self, context):          scn = context.scene         mytool = scn.inhouse         layout = self.layout          col = layout.column(align=True)         row = col.row(align = True)         row.prop(mytool, "my_bool", text="Text")       def register():     bpy.utils.register_module(__name__)     bpy.types.Scene.inhouse = PointerProperty(type=inouse_Settings)  def unregister():     bpy.utils.unregister_module(__name__)     del bpy.types.Scene.inhouse  if __name__ == "__main__":     register()
55101
After some searching on stack / google I decided to ask this here, this is the second time I'm facing this issue this time with blender 2.8, previously with 2.7 and without a clue to how I got here.  Some of my objects appear hidden(10/12), and I can't seem to find a way to unhide them.  Solutions to the most common rookie mistakes seems to be   In local-view solved by pressing numpad / hidden by pressing H or Shift + H, unhiding with Alt + H   I'm not in local view, I can toggle visibility for 2/12 objects with Shift + H &amp; Alt + H, but the rest stays gray in the collection.  Last time I solved this by exporting the whole model as STL and importing it back again, I then had to re-group all the pieces but there must be a more simple solution.  Here's the .blend if someone wants to have a go at it:
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
45948
I've downloaded a .blend file recently and all of the interface elements look very small. I remember that there were an easy trick to make everything bigger (or smaller) when I was using Blender 2.49 long time ago. My question is how to do it increase or decrease the size of the buttons within the panels using User Preferences and without using it?