I am a beginner.  I am trying to translate in the Z axis, the problem is that I only want to translate less than a square but when I move the mouse, it translate 1 full square.  How I can deactivate the option, to move the object free?
6062
My cursor is moving by every selection by large increments!  Normally when I use Blender, I am able to select and move objects to any coordinate. Now, all of the sudden, when I select an object or mesh the selection moves by an inch or so in each direction.  How do I reset it to normal?
46360
I have a cube that is scaled about 10 times on the Z axis. I added a plane, rotated it 45 degrees on the Y axis, and placed it just below the top of the cube. I applied a boolean difference modifier to the cube, and it cut off the bottom. How can I invert the boolean operation to cut off the top of the cube instead? The plane should be deleted after the cutting.
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)
73587
I am trying to translate coordinates. I have a set of coordinates for city A which I need to map to city B, given a point P1 in city A maps to P2 in city B. How do I do this? This problem would be similar to a translation transformation but in this case, it's on a sphere and not on a plane.
45091
Let's say I have a ring of vertices that I'd like to scale down, and I'd like them all to move by a fixed amount, like 1mm (I usually work with metric units). What's the easiest way to achieve this? If I type '1' it just sets the scale to 1 and they don't move.    The only way I've come up with to do this is to extrude a vertex along one of the axes by 1mm, and then snap the scale movement to that vertex.      This is a pain though, and if I don't have a vertex that happens to lie on an axis I can't do the little extrusion trick and it doesn't work at all. I do a lot of modeling for 3d printing, and I end up needing to do this all the time. Hoping there's a better way to do this.
12396
I'll try to explain in this gif. I am doing this manually in 2 steps - rotate, scale. And I select all vertexes. Is there instrument rotate them in one step or can I move one and make other move too?
110576
I make my animation and now I realized that its pointed in wrong direction I used -y (native blender) as direction but I need to be pointed at x axis so what would be the easiest way to rotate whole animation, to switch -y with x :)
78845
in its strong form says:     The most general rigid body displacement can be produced by a translation along a line (called its screw axis) followed (or preceded) by a rotation about that same line.   Now,  simply says that any rigid body displacement can be decomposed into a rotation plus translation. This is easy to visualize. But what Chasles' Theorem says is something much stronger.   Unfortunately, I am just not able to visualize it. Perhaps, I am comprehending it wrong. I mean how is it possible to have the axis of rotation and translation the same (or parallel) for the most general displacement.   I mean, think of this case:     A body is given a finite rotation about the X-axis and then a finite translation about the Z-axis. How can we find that "screw" axis along which both of them can be described?
27042
So,  Each of my polygons is a separate object. Their default normals point like this:   But their orientation or local axes are like so:   How can I make their local axes to be like so, but automatically?   I guess particles might be one solution for this exact case (if you emit new objects on top of the existing ones) but let's say the original objects are triangles and I wouldn't want to change their shape and pointing direction at all, only their local orientation axes, would that be possible?  Cheers!
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.
62632
Ok, so basically I made a 3d model using blender, and I imported it into unity by right clicking -&gt; import asset -&gt; 3dModel.blend. It looks fine and all, but if I try to move the object, the object is far away from the thing that moves it. Here is a screenshot of what I mean:  As a result, the asset would rotate in a BIG circle. So... How do I revert this to a normal state? (Like this one)  Any help is appreciated. Thanks
114889
I have a quaternion, coming from a system with the following:(intertial sensor)  Right handed. Forward direction: Y axis Right direction: X axis Up direction: Z axis   I need to convert this into a coordinate system that is: (Unreal engine)  left-handed. Forward direction: X axis Right direction: Y axis Up direction: Z axis   I have tried negating the axis, and angle, I have tried switching values, i cannot get this to work. All help greatly appreciated! I am working in C#, with Microsoft.Xna.Quaternion.
45985
I am trying to select the cube that in the middle of the scene. How can I select it? All I see is a crosshair appearing everywhere I click. Is this a bug?
16007
I'm trying to track the (x,y,z) location of an animated object. For a small test, I translated the default cube ('Cube') along the x axis and baked keyframes. The animation plays fine.  I adapted the suggestion for  to try and print the location at each keyframe.  import bpy cube=bpy.data.objects['Cube'] for f in cube.animation_data.action.fcurves:     for k in f.keyframe_points:         pos=cube.location         print(pos)   Run from the shell, the output is  &lt;Vector (0.0000, 0.0000, 0.0000)&gt; &lt;Vector (0.0000, 0.0000, 0.0000)&gt; &lt;Vector (0.0000, 0.0000, 0.0000)&gt; ... &lt;Vector (0.0000, 0.0000, 0.0000)&gt;   If I go to the last keyframe and execute cube.location, it correctly returns  Vector((6.924227714538574, 0.0, 0.0))    How can I get the location at each keyframe?
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 ;(
49900
I need help with a script for a very simple car that uses transform.Translate:  public class car1 : MonoBehaviour {      public PauseMenu pause;     [Space]     public Car_Script car_s;     public float speed;     public GameObject car;      void FixedUpdate()     {          if (car_s.InCar == true)         {             if(pause.isPaused == false)             {                 if (Input.GetKey(KeyCode.W))                 {                     car.transform.Translate(Vector3.forward * Time.deltaTime * speed);                      if (Input.GetKey(KeyCode.A))                     {                         if (speed &lt;= 0)                         {                         }                         else                         {                             if (speed &gt; 0F &amp;&amp; speed &lt;= 50F)                             {                                 car.transform.Rotate(Vector3.down, 2F);                             }                             else if (speed &gt; 50F &amp;&amp; speed &lt; 90F)                             {                                 car.transform.Rotate(Vector3.down, 1.3F);                             }                             else if (speed &gt; 90F)                             {                                 car.transform.Rotate(Vector3.down, 0.9F);                             }                          }                     }                     if (Input.GetKey(KeyCode.D))                     {                         if (speed &lt;= 0)                         {                         }                         else                         {                             if (speed &gt; 0F &amp;&amp; speed &lt;= 50F)                             {                                 car.transform.Rotate(Vector3.up, 2F);                             }                             else if (speed &gt; 50F &amp;&amp; speed &lt; 90F)                             {                                 car.transform.Rotate(Vector3.up, 1.3F);                             }                             else if (speed &gt; 90F)                             {                                 car.transform.Rotate(Vector3.up, 0.9F);                             }                          }                     }                 }             }         }     } }   Whenever I drive the car it immediately goes through walls.   I have colliders on everything. The car has mesh colliders set to convex.   I've searched around quite a bit for answers and it seems that a common one is using rigid bodies. But whenever I even put a rigid body on the car, it flies out into the sky.
107142
How to disable the select and move tool  and return to just select tool in the blender interface  I'm using Blender 2.8 on Ubuntu 18.04 with default settings.