I'm quite new to blender and I cant find a way or the option to change the principal axis of a project i.e. from Z axis pointing up I want the Y axis to point up in such a way that the Z axis signifies depth in the scene. I am trying to change this due to the need to see how I will be able to debug the renders that I am doing through code. I would appreciate if anybody would guide me though this.
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After learning bits and pieces of Maya, 3DS Max, IMAGINE and XSI I noticed that they all have Y-up worlds with Z being used for depth (naturally).  is there a way to make Blender a Y-up world?  and does anyone know why isnt it Y-up in the first place?
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I'm using this code in my script to move a gameobject:  void Update () {      // Move the object forward along its z axis 1 unit/second.     transform.position = new Vector2(transform.position.x , transform.position.y - 0.2f);  }   On screen the movement is a bit jaggy and not fluent.  Is there a different approach?  Hint: Please do not suggestion to use rigidbody functions since adding rigidbody would disrupt everything I did.  Can I use FxedUpdate?  Mirza
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When i open the blender file the object seems to move back to origin and scales back down.... I tried to apply location but it gives me an error. Any idea whats happening or what can i do to fix it ?
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I've been experimenting with node-based procedural materials in Cycles lately, and after spending a few hours working out a brick material that works pretty well along walls, I noticed that it has a few issues. Here's my initial setup:    It's not perfect, since it switches the different orientations in an all-or-nothing way, but for my purposes, it looks good enough.  So I went ahead and used this throughout my test scene. But then I turned the camera around and looked at the other side, and... there's something wrong with the side of the cube facing away on the X axis!    This isn't a huge issue, because I don't plan to render my objects from that angle, but I'm concerned about the way it will affect reflections, light bounces, etc. so I started looking around for other solutions. I happened on this thread at Stack Exchange:   Particularly, Rich Sedman's answer seemed promising (since I'm trying to avoid using UV mapping). Following what he posted, I created this:    This new setup works great for the cube - on every side - but you can see pretty plainly that the cylinder, strangely, has problems. By the way, there is a part of the node setup that I omitted from the screenshot that isn't really relevant here - it checks the Z value of the geometry surface and subs in the default vectors for the texture coordinates if Z is over a certain amount, for sides that face upward.  I've been experimenting with this for a few more hours now, but I'm afraid I've reached my limits in terms of vector math.  Is there anything obvious I'm missing here that might help fix this, and make this setup work for both the cube and cylinder?
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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.
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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 ;(
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I have seen some questions to this topic but all of them are not satisfactory for my problem. Is it possible to set a custom 4x4 projection matrix in Python to use for rendering in Blender? I'm not interested to manipulate single parameters (lens, shift, clipping...), I rather would like to set the whole matrix at once. Is it possible in Python or do I have to go deeper?  I would be so thankful for any informations or hints.  greetings
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If I choose an orthographic view by using the numpad and then try to orbit the geometry by clicking the middle mouse button Blender goes from orthographic to perspective. Why is that the default now? Wouldn't it be more logical if instead of that Blender kept the orthographic mode? In other words: Why Auto Perspective is turned on by default?
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How can i change Local axis of this tire to be like the axis in example? I have no idea how to do this. Is there any way i can achieve this? I'm a beginner.  If i can rotate the object without rotating the local axis, I can achieve what i need. But i don't know how to do it. Any help Appreciated.
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I have a 3d plot with colored surface and a colorbar made with pgfplots.  My probably related questions are:  How can I set the label of the colorbar? What are the equivalents of zticks (positions of its ticks), and ztick label style (changing the format of the numbers)?  Thank you very much!
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I'm new to blender. How do you change the render engine?   According to this video, the button should be along the top. I've searched google, and the blender documentation with no luck.
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When in Edit Mode, I find sometimes I want to move an edge, or at least two vertices, in a direction that would be perpendicular to their orientation along their existing edge.  At that moment, the Transformation Orientation selections (Normal, Local, Global, et al) have no vectors pointing in that direction.  How might I, or is it possible to, change the "polarity" of those manipulator vectors (independent of the given selections: Global, Local, Normal, Gimble, View) so that one of them is pointing in the perpendicular direction to the line/edge between the vertices?
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in my node setup I have a value node. I want this node to influence the scaling of my mapping node.  Is there a way to achieve this? Or is there a math/vector node setup I can use to manipulate the scale of my texture?      I found an answer to my question:   Because the original question here is another one, I won't delete my post. Maybe it is helpful for someone.
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How can I set the box plot (i.e. axis) ratio of a usual 2D plot to a given value, say 4:3.  I don't want to use unit vector ratio since the quantities of the independent and dependent variables are of completely different orders of magnitude.
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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.
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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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How can I change Blender from the default cube/lamp/camera default setup? Also, is it possible to change other features, such as the default view direction (Top, Side, etc) or the Editor type (3D View, Node Editor, Graph Editor, etc)?