Set absolute Location/Rotation/Scale values via keyboard only
You can move/rotate/scale objects in a relative sense with <kbd>G</kbd>, but you can't set the absolute position; you have to mouse over to the transform pane to do that.
I would like to hit <kbd>G</kbd> and somehow get in to an "absolute" mode, perhaps by hitting <kbd>A</kbd>.
E.g.
<kbd>G</kbd> <kbd>X</kbd> <kbd>A</kbd> 5.25 <kbd>Enter</kbd> moves the object to X position 5.25. <kbd>S</kbd> <kbd>A</kbd> 1.25 <kbd>enter</kbd> sets the X/Y/Z scale for the object to 1.25 <kbd>G</kbd> <kbd>Shift</kbd>+<kbd>Y</kbd> <kbd>A</kbd> 2 <kbd>Enter</kbd> sets the X and Z position values to 2
10 Comments
Only 13 votes... so sad
In term of functionality, I believe what you are looking for can already be done in blender, and way back in blender 2.7.
By basing your current position at (0,0,0) G, R and S is then set based on the absolute (global) position. If your moved the object and it is no longer at (0,0,0), you can click Shift S > Cursor to World Origin to move the cursor to (0,0,0), and then click Shift S > Selection to Cursor (Keep Offset) to move the object back to the cursor position (0,0,0).
So for your example, have the object origin start at (0,0,0) and make sure it is in global transform orientation. After selecting object/face/edge/vertex, click S, type in 1.25 and enter. Then click G follow by X, type in 2 and enter. Finally, click G follow by Z, type in 2 and enter.
Please ! It is so unbelievable that this basic operation is missing. So frustrating to use the scale 0 workaround to align before setting a median value. I'm a video game developer, and I constantly needs my vertices to be aligned to exact positions. IT CAN'T be approximative, setting a specific value is a common task I'm doing dozen of times on a daily basis when I'm modeling. This feature is a MUST HAVE on objects, but also on vertices as well !
I think, Blender should remember GRS state, as bevel operator, for example. So you can press G A and all next inputs for G will be absolute until you switch back to relative.
On the one hand I agree, it is interesting function. On another hand it is much easier to model with grid. Also it is ok for me to set location with Transform panel.
* @ Vyacheslav * Yeah but when you are modeling something based on real-world measurements (which may not fit a grid) it's a real pain having to constantly mouse up to the fields to set them. It would be a real workflow improvement to just be able to do that from the keyboard. (And seems (seems) like a simple thing to add?)
* @blenderid * i can't imagine situation, where absolute cordinates will be better than relative. I do extrude and then enter value. Or I add vertex/empty and snap things to it`s axes. For regular structures I use arrays. For irregular i have scheme with all sizes and it is not difficuilt to calculate in mind (102.74-21.89) Also bleder allows to enter such expressions. So if second element is 54 m hight and first is 52, you can enter Extrude 54-52
* @ Vyacheslav * Where absolute cordinates will be better?
Architecture modeling, especially groundworks... All the time it need to go to side panel to just set correct Z value. Move all the time right ,set value/left, select/right set value/back and forth/100 500 times....
* @IIIFGIII * Okay, I see. It is strange, there is no addon for this.
* @IIIFGIII * So now you have to constantly switch between addons and coordinates as well. Well, such a things happens when development is captured by character modellers and animators.
By the way, I wrote a custom AutoCAD exporter and levelset addon that helps to perform such a work.