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.
modeling
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add a comment |
$begingroup$
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.
modeling
$endgroup$
add a comment |
$begingroup$
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.
modeling
$endgroup$
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
modeling
asked yesterday
zanderzander
15911
15911
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add a comment |
3 Answers
3
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oldest
votes
$begingroup$
Turn on Center Only option in the 3D View header
$endgroup$
2
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Duarte's answer is the better one. I learn something new about blender every other day, it seems.
$endgroup$
– Mike Metcalf
23 hours ago
add a comment |
$begingroup$
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)
$endgroup$
add a comment |
$begingroup$
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...
$endgroup$
$begingroup$
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
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– zander
yesterday
add a comment |
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3 Answers
3
active
oldest
votes
3 Answers
3
active
oldest
votes
active
oldest
votes
active
oldest
votes
$begingroup$
Turn on Center Only option in the 3D View header
$endgroup$
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
add a comment |
$begingroup$
Turn on Center Only option in the 3D View header
$endgroup$
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
add a comment |
$begingroup$
Turn on Center Only option in the 3D View header
$endgroup$
Turn on Center Only option in the 3D View header
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
add a comment |
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
add a comment |
$begingroup$
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)
$endgroup$
add a comment |
$begingroup$
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)
$endgroup$
add a comment |
$begingroup$
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)
$endgroup$
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)
answered 23 hours ago
Mike MetcalfMike Metcalf
1,152513
1,152513
add a comment |
add a comment |
$begingroup$
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...
$endgroup$
$begingroup$
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
add a comment |
$begingroup$
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...
$endgroup$
$begingroup$
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
add a comment |
$begingroup$
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...
$endgroup$
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...
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
add a comment |
$begingroup$
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
add a comment |
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