You can use Move, Scale and Rotate Make sure that both meshes and armatures are at their correct positions as they will stay exactly like this If you want to merge multiple objects from the same model it is often better to duplicate the armature for each of them and merge them individually...
How? Because it combines intersecting objects together into one manifold, quad-only mesh, it’s great for quickly smashing pieces together for further sculpting. However, The loops it creates are pretty gnarly and they don’t follow the curvature of the object, so I wouldn't recommend it ...
assign a collection for this light to influence. Or add a new one and drag and drop objects or collections into it from the outliner. If all check marks are disabled, the light will illuminate everything except
Renames all imported mesh UV maps into a common name. This is useful if you want to later join some of the objects together for easier manipulation etc. If the UV maps between the models don't have the same name (and most of the time they don't when exported from SketchUp) some of...
Maybe you could duplicate the geometry, scale the new piece, delete the face from the orginal, scale the new piece of geometry and transform it into position, then bridge the edges together? That'd work too, but it isn't exactly any easier than the aforementioned technique. You'd still ...
We can constrain how we move, scale and rotate (transform) objects using keyboard shortcuts, and also by moving the cursor further from, or closer to the object in question. 14. Transforming Objects Part 3 More Precision The Shift and Control keys let us move very precisely: degree by degr...
-Transformation Constrainshelp you position/rotate or scale your objects in 3d space easily (constrains include: only move alongside world Y axis, only move alongside local XZ plane, etc.). - Use custom positioned3D Cursoras a pivot for your rotation and scaling to ensure perfect position...
$scale 12.0 $body studio "table.smd" $sequence idle "table_idle" fps 1 $staticprop $surfaceprop "Wood_Furniture" $collisionmodel "table_phys.smd" { $automass $concave } $keyvalues { "prop_data" { "base" "Wooden.Large" } }
Scaling objects in Blender can be achieved with ease, and the middle mouse button offers added precision: Using the Scale tool: PressSto activate the Scale tool, then move your cursor while holding the left mouse button to freely scale the object. Use the middle mouse button to constrain the...
objects in it that you'd like to join: InObjectmode, add a cube mesh (Shift+A+Mesh/Cube). Scale (S) the cube so both of your objects are located within its boundary. This will be yourdomainobject for the fluid simulator. You'll set that up next....