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I personally never touch the values of the dimension when working in Blender. If we change the dimension values you will notice that the object will resize and the scale values will increase or decrease together with the dimensions.
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It is a primitive representation of the object that also can be used to make certain calculations. The dimension vector is just showing the size of that box. No matter the shape of the object it will always fit in a box. This has to do with the bounding box of the object.Įvery object in Blender has a bounding box around it. If you take a look at the transformation values for an object in the "n-panel" you will notice that there is a fourth vector there called dimension. Just like with applied scale, the rotation will be set to zero on all axis and the current position of the object will be its new resting position. If we don't have modifiers, constraints, or keyframes set on our object that depend on the changed rotation we probably want to apply the rotation as well. If we rotated the object in object mode, the rotation values may have been changed. To do this I usually use the "shift+s" shortcut in object mode and choose "cursor to world origin" Then I hit "shift+s" again with my object selected and this time choose "Selection to 3D cursor". For example, we want the object to be centered in the world before we export to another file format. More likely we want to move the origin with everything inside the object to center it to the world before we finish up our asset.
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It will take the origin point of the object and move it back to the center of the world while the mesh and everything inside the object stay in the same place. What about applying rotation and location?Īpplying location is not something we generally want to do. This means that when we reset the values to their default without affecting the actual shape or size of the object, tools will go back to function as they were intended without the modification of these basic transformation values. The bus is now squashed and that is the new normal. The object is a container for everything in it and everything inside will depend on these basic transformation values.Īnother way to put it is that we just tell Blender that, hey, for this object, this is the new resting position.
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Related content: How to solve bevel problems in Blender Therefore, when we apply the scale, we might see bevels coming from a bevel modifier instantly change thanks to the reset scale value as an example. The modifiers are simply recalculated after we apply any of these. They are added after the edit mode mesh but also depend on the location, scale, and rotation. This is because the modifiers are not part of the actual mesh. However, you might see a difference to your object if you have modifiers in the modifier stack. What really happens when we apply either scale, rotation or location is that these values will be reset to its default value without affecting the actual location, scale or location of everything that is contained within the object. Here we have the location, rotation and scale vectors we spoke about earlier. In object mode with a mesh-object selected, you will find the "Item" tab. During this scene, we get a view from inside the bus where everything becomes squeezed. If you have seen the movie, Harry Potter and the prisoner from Azkaban, you know that in one scene when Harry is riding the knight bus, the bus squeezes into a very narrow space between two other classic London buses. Everything that is inside an object will then have to comply with these basic primary values of the object. In Blender, an object also has 3 primary vectors that describe its relation to the world. The object itself is represented by its origin. An object in Blender is simply a container of whatever is included inside it. To understand why this is we need to understand a few things about Blender objects.
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Why do we apply the scale?Ībove we learned that applying scale is one of the most common solutions to problems that occur when we model and tools and modifiers do not behave as intended. In the rest of this article, we will go into more depth about why this is done. Most commonly this is done during the modeling phase of a project to make modeling tools and modifiers behave as intended. How and why do we apply scale? In object mode, you select your object, hit "ctrl+a" and select scale. Most 3D artists know that when a tool isn't working as intended, you apply the scale. Applying scale in Blender is a big mystery to many Blender users.