I'd like to be able to rotate my VIEW (not my model, not my camera either) around the Y-axis. This would allow me to select some vertices using a box selection. I fear it cannot be done, but I hope some one proves me wrong.  My research so far is little promising:      Q: How to rotate my view around the Y-axis?
52184
How do I rotate the viewport around the local (to the view port) - Z axis?  Basically what you would  get if you were to hit R with the camera selected in camera view.
100545
I'm trying to write a new operator which modifies my geometry in some way, but I'm struggling with vertex manipulation. I can get the selected vertices fine and also print the individual components. So, lets say I have a vertex v. I can get the position of this vertex via v.co. But when I set a new value for this vertex with my operator it does not redraw in the 3D View. I assign a new value like this:  v.co = Vector((1,2,3))   Like said above the 3D View does not update. I have to quit my operator and navigate in the 3D View to update. What do I have to do to make blender update the 3D View correctly?
44852
I'd like to select vertices that are directly beneath the one I am selecting to save me the trouble from moving out of ortho view. It's mostly on simple shapes like the cube below.  Notice how the first image has two vertices selected. However, if the other side is not.    I want to be able to select vertices like so without coming out of ortho mode:    Is there a way to do this?
85022
So, I've been using Blender for several years, including a fair amount of animation, and in the past it's always been useful to align an object with its local coords. I.e. having the y-axis pointing down the nose of an airplane makes it much easier to animate.  However, I recently noticed that the keyframes aren't recorded in local coordinates (anymore?), but in global coordinates. This makes animating off-axis rotation very difficult.  Changing the rotation mode doesn't seem to help (Euler, quaternion, etc.).  Unfortunately, I can't upload any examples because the project is proprietary, and I don't really have time to setup another animation, but the example goes something like this: I want to animate a record rotating in a record player, but the player is not sitting flat, it's tilted at an angle. Normally, this wouldn't be a problem. Just model the record with z up, and you can tilt the record at whatever angle you need so that it sits on the tilted player, and still rotate the record around its own z-axis, right? Unfortunately, this is not what's happening. Instead, I animate it rotating 180d twice and it wobbles all over the place because it's interpolating global coordinates, not local coordinates.  EDIT: Here's a demo afterall:   It maybe a little hard to see because it's so fast, but the second time I animate the cube, it wobbles instead of rotating around its own z-axis like I expect it to.  Does anyone know what magic button I pressed that did this?  Or am I just crazy and remembering something that has never been possible? It's happened before...  EDIT: In fact, I KNOW this has worked before, cuz I just went back and looked at some old stuff, and I know I animated using the local coordinates then... I'm gonna go see if 2.70 behaves differently from 2.70a...  EDIT: Nope, 2.70 behaves the same way.
37540
Is there any way to snap an entire selection to the 3d cursor in edit mode?  Shift+S > Selection to Cursor snaps each individual vertex to the cursor, so the shape is lost:
94230
How do I rotate a graph of a function around a point, and show it in the related equation?  An example could be $f(x)=\lvert x\rvert$ (absolute Value) and $f(x)=x^2$
18476
I have an object at a fixed position in 3D space. I would like the camera to circle around it while facing it. I want to path of the camera to be circular in 2D, meaning that it does not move up or down.  I need this to be pretty accurate. I don't want to manually set a keyframe every frame for position and rotation. I would like to do this maybe with an expression, not with manual keyframing. I am not sure how to go about this but I think it is going to involve Python as well as some trigonometry.
116274
I want to edit a mesh of a rotated object in pose mode.  But when I select a rotated object with edit mode, it is restored to its original condition. I want to make an animation process of folding, so I could't press apply button after rotated armature. Please give me an advice.
58406
I am tired of manually switching from Quaternion rotation mode to XYZ euler mode for every bone. Is there anyway to accelerate this process? Any help would be appreciated!
24460
I am trying to mirror an object and the original is symmetrical along all axis, but when I attempt to mirror across the y axis, the mirrored side is tilted to a different angle.
67858
By default blender allows you to scale past 0 - how do I prevent this?  i.e. it's common in other 3D modelling software to resize a set of vertices against an axis to align them - however this isn't possible when negative scaling is enabled.
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I can't see this as an option so is there a way to select faces or islands and have them show up as selected faces on the object in 3D view.  In programs such as maya it is possible to work from either view and makes selection and mapping a little more user friendly.  I suspect it isn't possible in Blender but welcome your feed back.  Edited as flag as already answered, although the question was not asked in the other post in a way that showed in my search.  I was looking for face and island selection to show in both views. The other asked about unselected vertices this obviously did not appear in the results.
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 ;(
100929
Does anyone have this problem and know how to fix it? I am used to being able to rotate around the global z with the number pad or using scrollwheel + ctrl + alt, without regard to which way my camera was currently facing. It is a habit formed over the last 10 years of blender use, and was a quick way to single out parts of a mesh when working. Now however, this appears to rotate around the viewport why (IE, it rotates around an imaginary fixed line drawn from the center top to center bottom of the viewport.) This change is really throwing off my work, and I have ground to a complete halt since installing blender 2.77 an hour ago. Edit: Things I have tried so far, with no change:  Re-installing  Resetting to Factory  Switching Orbit from Turntable to Trackball (I think the problem is that I am stuck in Trackball for some reason, but not sure.)
114690
I want to scale based on the center of the selected vertices in the image above. However, I don't know how to change the pivot point to the center of those vertices. I also don't think moving the object to the center of the global axis is the right way.  I think there was a function for this in previous versions, but I wonder if it disappeared? How does it work in Blender 2.8?
114618
I have a default cube. I would like to animate it. For example I would like to make it rotate around the Y axis. I add a rotation keyframe (I) at frame 0 and at the last frame I add another rotation keyframe. Then, I set the yellow Transform Rotation Y field to 180&deg;.  And instantly, 180&deg; rotation disappears and no rotation occurs when playing animation. Why does Blender erase the keyframe settings? And how should I make this work properly?  In fact, I am trying to go trough  and my object doesn't behave in the mentioned way. When I move/rotate/scale my cube, the F-Curves are not updated. What I might be doing wrong?
74291
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?