1200x1200

how-to-translate-....png

๐Ÿงต this thing is unnecessary and an eyesore

Anonymous No. 850081

>accidentally move 3d cursor
>can't move it back to where it was
>try to place 3d cursor inside of an object
>can't

Anonymous No. 850084

>>850081
I used to think the same about the cursor until I really learned how to use it.

https://artisticrender.com/how-to-use-the-3d-cursor-in-blender/#:~:text=There%20are%20three%20ways%20we,choose%20Cursor%20to%20world%20origin.

Anonymous No. 850096

no, its very useful for changing the location of the origin for instance

Anonymous No. 850097

>>850081
dumbass you're using it wrong

Anonymous No. 850103

1. You literally don't know what you're doing
2. You can hide it with literally one click

Anonymous No. 850130

>>850096
How do you set the origin of objects, the pivot point for transformations or the center of anything you add/import?
Being able to do it in one smooth motion using shift-s and pulling the mouse in a direction is a damn useful feature

Anonymous No. 850137

Ok, guys, if OP is so wrong, why can't you undo moving the cursor?

Anonymous No. 850139

>>850081
Oh boy, imagine being so fucking wrong.
Learn to use the damn thing. It'll be your best friend.

>>850137
I find myself trying to undo it sometimes, but for the most part it's unnecessary. Most of the time you're going to be using selections to change the cursor, not clicking some random spot, so it's easy enough to just grab that selection again.
Why you can't undo it, I don't know. Probably because it's considered a UI element and you can't undo UI elements. You can't undo switching between view modes for instance.

Anonymous No. 850143

>>850084
>>850097
>>850139
What is it for?

977x802

normal.png

Anonymous No. 850166

you honestly don't really need it, you can replace almost everything it does easily. The one thing I really use it for is spawning empties, (setting origin of an object to world zero doesn't count you shouldn't have to use the 3d cursor for that).

You will actually get a much more useful transform most of the time by instead using normal with "active element" set as the transform pivot as now you can rotate it along said face normal.

Gizmo for demonstration purposes only.

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Pivot.jpg

Anonymous No. 850167

>>850143
It's used as the placement point for new objects, a pivot point for rotations, a fixed point for translations, and you can use it when scaling to set up where you want to scale from.
So whenever you make a new object, wherever the cursor is, is where that object will appear.
When you want to rotate something around a specific point, instead of just the center of your selection, you can put the 3d cursor in the correct place and rotate from there.
And if you want something to scale from somewhere besides the center of your selection or the origin, you can put your cursor where you want to scale from.

All of the stuff besides the creation of new objects rely on you having the transform pivot point set to 3d cursor. It's really useful to understand how each of those modes work and when to use them. They all do different things that are especially handy when the need for them arises.

>You will actually get a much more useful transform most of the time by instead using normal with "active element"
As soon as you replace your selection that fucks up though, doesn't it? You're not rotating from the same axis after you rotate based on normals.

Anonymous No. 850168

>>850167
Forgot to reply to
>>850166

Anonymous No. 850179

>>850167
indeed, though you can actually store custom orientations by hitting the little plus and can always return to it.

My point that I realise now I didn't really express at all was more that the 3d cursor is useful in blender because blender makes it necessary in a sense, not because it's an advancement that would improve all software.

In blender you should use it as it stands, but you also shouldn't be required to imo.

Anonymous No. 850180

>>850081
you can move that thing from vertex to vertex and use it to stitch meshed at the vertex level! you can make meshes disappear by making all vertexes shrink to a singularity at the curser point so it won't be rendered! handy to make 2d sprits animate via shape keying faces out of view. or do it to hide/reveal mesh sections that are too unique to be shape keyed like shrink out an arm/head if it gets blown off or model replacement like they do with pingu or the dust-offs in 3d guilty gear. https://youtu.be/1kPC4jwVOAY

Anonymous No. 850184

>>850081
>I don't know what this thing is for therefore its useless

Anonymous No. 850190

>>850081

Get Maya and you won't have to deal with this and blendlets in general.

Anonymous No. 850211

>>850190
Honestly he should just get it to stop faggots like you from piping up anytime someone mentions blender.

Anonymous No. 850218

>>850081
GO BACK TO THE BLENDER THREAD YOU DUMB FUCK

Anonymous No. 850258

OP is a peasant for blender

Anonymous No. 850302

>Shift+S
>Cursor to world origin
?

Anonymous No. 850312

>>850302
!

Anonymous No. 850532

>>850081
>>accidentally move 3d cursor
>>can't move it back to where it was
You have three options
1.Literally just click where you want it if precision isn't necessary
2.If precision is necessary, move the cursor where you want it, create an empty (Shift + A -> Empty -> Whatever). Select it, and use Shift + S -> Cursor to selected. This will always return it to that arbitrary point.
3. Enter an xyz coordinate for it.
>try to place 3d cursor inside of an object
>can't
I'm sorry, but this is just plain retardation. Shift + S -> Cursor to selected.

Anonymous No. 852044

>>850179
Bro you are not making any sense, how long have you been using blender anyways?

The 3D cursor is perfect with you need a reference point when working with any set of objects. Or to dictate where to send other objects.

Also:

>accidentally move 3d cursor
>can't move it back to where it was
>try to place 3d cursor inside of an object
>can't

> what is "send to /origin/geometry/grid"

And if your cursor was in some random spot that you cannot put it back to then you were not using it in the first place anyways so what do you care.

AAAAAND if you still think you can't use it you can easily hide it from the viewport options.

Anonymous No. 853064

The problem is that when you click to place it, it doesn't snap to anything, it just goes to an eyeballed location. Which forces to use the command Snap to > selected