Moving objects away from 3D cursor equally like scale, without actually scaling












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Basically I want to move all selected objects away from the 3D cursor equally, the same way they would move if I scaled them, except i want them to not actually change size at all.










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    3












    $begingroup$


    Basically I want to move all selected objects away from the 3D cursor equally, the same way they would move if I scaled them, except i want them to not actually change size at all.










    share|improve this question









    $endgroup$















      3












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      3


      1



      $begingroup$


      Basically I want to move all selected objects away from the 3D cursor equally, the same way they would move if I scaled them, except i want them to not actually change size at all.










      share|improve this question









      $endgroup$




      Basically I want to move all selected objects away from the 3D cursor equally, the same way they would move if I scaled them, except i want them to not actually change size at all.







      modeling






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      asked yesterday









      zanderzander

      15911




      15911






















          3 Answers
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          11












          $begingroup$

          Turn on Center Only option in the 3D View header
          enter image description here






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          $endgroup$









          • 2




            $begingroup$
            Duarte's answer is the better one. I learn something new about blender every other day, it seems.
            $endgroup$
            – Mike Metcalf
            23 hours ago



















          2












          $begingroup$

          Ensure the objects are selected, and nothing else.



          Set the pivot center for scale to '3D Cursor'.



          Hit S to scale, then use the mouse or keyboard to scale all the objects to your chosen scale, e.g. 3.0



          The objects will move away from the 3D Cursor, and get larger.



          Keeping the objects selected, switch the pivot center to 'Individual Origins'



          Once again, hit S to scale, then use the mouse or keyboard to scale all the objects to the reciprocal of your chosen scale, e.g. 0.33333 (1 divided by 3.0)






          share|improve this answer









          $endgroup$





















            1












            $begingroup$

            The following ugly hack will totally work:



            Create an empty for each object, and give each object a copy location constraint to follow that empty. Then parent all the empties to another empty and scale it. It makes a mockery of the dependency graph and wastes a lot of time though.



            I don't think blender "knows" how to apply scale to just the locations of objects, but if there's another way it probably involves messing with the object data through python...






            share|improve this answer









            $endgroup$













            • $begingroup$
              Thanks this will help in some instances but yes its way more work and unfortunately wont work for groups of vertices. For vertices i guess there would be a way to do it by making a bone for each group to move, having a main parent bone with intermediate bones going to each point and unchecking inherent scale, and then applying the armature modifier... but damn there must be an easier way
              $endgroup$
              – zander
              yesterday











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            3 Answers
            3






            active

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            3 Answers
            3






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            11












            $begingroup$

            Turn on Center Only option in the 3D View header
            enter image description here






            share|improve this answer









            $endgroup$









            • 2




              $begingroup$
              Duarte's answer is the better one. I learn something new about blender every other day, it seems.
              $endgroup$
              – Mike Metcalf
              23 hours ago
















            11












            $begingroup$

            Turn on Center Only option in the 3D View header
            enter image description here






            share|improve this answer









            $endgroup$









            • 2




              $begingroup$
              Duarte's answer is the better one. I learn something new about blender every other day, it seems.
              $endgroup$
              – Mike Metcalf
              23 hours ago














            11












            11








            11





            $begingroup$

            Turn on Center Only option in the 3D View header
            enter image description here






            share|improve this answer









            $endgroup$



            Turn on Center Only option in the 3D View header
            enter image description here







            share|improve this answer












            share|improve this answer



            share|improve this answer










            answered 23 hours ago









            Duarte Farrajota RamosDuarte Farrajota Ramos

            33k53879




            33k53879








            • 2




              $begingroup$
              Duarte's answer is the better one. I learn something new about blender every other day, it seems.
              $endgroup$
              – Mike Metcalf
              23 hours ago














            • 2




              $begingroup$
              Duarte's answer is the better one. I learn something new about blender every other day, it seems.
              $endgroup$
              – Mike Metcalf
              23 hours ago








            2




            2




            $begingroup$
            Duarte's answer is the better one. I learn something new about blender every other day, it seems.
            $endgroup$
            – Mike Metcalf
            23 hours ago




            $begingroup$
            Duarte's answer is the better one. I learn something new about blender every other day, it seems.
            $endgroup$
            – Mike Metcalf
            23 hours ago













            2












            $begingroup$

            Ensure the objects are selected, and nothing else.



            Set the pivot center for scale to '3D Cursor'.



            Hit S to scale, then use the mouse or keyboard to scale all the objects to your chosen scale, e.g. 3.0



            The objects will move away from the 3D Cursor, and get larger.



            Keeping the objects selected, switch the pivot center to 'Individual Origins'



            Once again, hit S to scale, then use the mouse or keyboard to scale all the objects to the reciprocal of your chosen scale, e.g. 0.33333 (1 divided by 3.0)






            share|improve this answer









            $endgroup$


















              2












              $begingroup$

              Ensure the objects are selected, and nothing else.



              Set the pivot center for scale to '3D Cursor'.



              Hit S to scale, then use the mouse or keyboard to scale all the objects to your chosen scale, e.g. 3.0



              The objects will move away from the 3D Cursor, and get larger.



              Keeping the objects selected, switch the pivot center to 'Individual Origins'



              Once again, hit S to scale, then use the mouse or keyboard to scale all the objects to the reciprocal of your chosen scale, e.g. 0.33333 (1 divided by 3.0)






              share|improve this answer









              $endgroup$
















                2












                2








                2





                $begingroup$

                Ensure the objects are selected, and nothing else.



                Set the pivot center for scale to '3D Cursor'.



                Hit S to scale, then use the mouse or keyboard to scale all the objects to your chosen scale, e.g. 3.0



                The objects will move away from the 3D Cursor, and get larger.



                Keeping the objects selected, switch the pivot center to 'Individual Origins'



                Once again, hit S to scale, then use the mouse or keyboard to scale all the objects to the reciprocal of your chosen scale, e.g. 0.33333 (1 divided by 3.0)






                share|improve this answer









                $endgroup$



                Ensure the objects are selected, and nothing else.



                Set the pivot center for scale to '3D Cursor'.



                Hit S to scale, then use the mouse or keyboard to scale all the objects to your chosen scale, e.g. 3.0



                The objects will move away from the 3D Cursor, and get larger.



                Keeping the objects selected, switch the pivot center to 'Individual Origins'



                Once again, hit S to scale, then use the mouse or keyboard to scale all the objects to the reciprocal of your chosen scale, e.g. 0.33333 (1 divided by 3.0)







                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered 23 hours ago









                Mike MetcalfMike Metcalf

                1,152513




                1,152513























                    1












                    $begingroup$

                    The following ugly hack will totally work:



                    Create an empty for each object, and give each object a copy location constraint to follow that empty. Then parent all the empties to another empty and scale it. It makes a mockery of the dependency graph and wastes a lot of time though.



                    I don't think blender "knows" how to apply scale to just the locations of objects, but if there's another way it probably involves messing with the object data through python...






                    share|improve this answer









                    $endgroup$













                    • $begingroup$
                      Thanks this will help in some instances but yes its way more work and unfortunately wont work for groups of vertices. For vertices i guess there would be a way to do it by making a bone for each group to move, having a main parent bone with intermediate bones going to each point and unchecking inherent scale, and then applying the armature modifier... but damn there must be an easier way
                      $endgroup$
                      – zander
                      yesterday
















                    1












                    $begingroup$

                    The following ugly hack will totally work:



                    Create an empty for each object, and give each object a copy location constraint to follow that empty. Then parent all the empties to another empty and scale it. It makes a mockery of the dependency graph and wastes a lot of time though.



                    I don't think blender "knows" how to apply scale to just the locations of objects, but if there's another way it probably involves messing with the object data through python...






                    share|improve this answer









                    $endgroup$













                    • $begingroup$
                      Thanks this will help in some instances but yes its way more work and unfortunately wont work for groups of vertices. For vertices i guess there would be a way to do it by making a bone for each group to move, having a main parent bone with intermediate bones going to each point and unchecking inherent scale, and then applying the armature modifier... but damn there must be an easier way
                      $endgroup$
                      – zander
                      yesterday














                    1












                    1








                    1





                    $begingroup$

                    The following ugly hack will totally work:



                    Create an empty for each object, and give each object a copy location constraint to follow that empty. Then parent all the empties to another empty and scale it. It makes a mockery of the dependency graph and wastes a lot of time though.



                    I don't think blender "knows" how to apply scale to just the locations of objects, but if there's another way it probably involves messing with the object data through python...






                    share|improve this answer









                    $endgroup$



                    The following ugly hack will totally work:



                    Create an empty for each object, and give each object a copy location constraint to follow that empty. Then parent all the empties to another empty and scale it. It makes a mockery of the dependency graph and wastes a lot of time though.



                    I don't think blender "knows" how to apply scale to just the locations of objects, but if there's another way it probably involves messing with the object data through python...







                    share|improve this answer












                    share|improve this answer



                    share|improve this answer










                    answered yesterday









                    TmrTmr

                    412




                    412












                    • $begingroup$
                      Thanks this will help in some instances but yes its way more work and unfortunately wont work for groups of vertices. For vertices i guess there would be a way to do it by making a bone for each group to move, having a main parent bone with intermediate bones going to each point and unchecking inherent scale, and then applying the armature modifier... but damn there must be an easier way
                      $endgroup$
                      – zander
                      yesterday


















                    • $begingroup$
                      Thanks this will help in some instances but yes its way more work and unfortunately wont work for groups of vertices. For vertices i guess there would be a way to do it by making a bone for each group to move, having a main parent bone with intermediate bones going to each point and unchecking inherent scale, and then applying the armature modifier... but damn there must be an easier way
                      $endgroup$
                      – zander
                      yesterday
















                    $begingroup$
                    Thanks this will help in some instances but yes its way more work and unfortunately wont work for groups of vertices. For vertices i guess there would be a way to do it by making a bone for each group to move, having a main parent bone with intermediate bones going to each point and unchecking inherent scale, and then applying the armature modifier... but damn there must be an easier way
                    $endgroup$
                    – zander
                    yesterday




                    $begingroup$
                    Thanks this will help in some instances but yes its way more work and unfortunately wont work for groups of vertices. For vertices i guess there would be a way to do it by making a bone for each group to move, having a main parent bone with intermediate bones going to each point and unchecking inherent scale, and then applying the armature modifier... but damn there must be an easier way
                    $endgroup$
                    – zander
                    yesterday


















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