Apply

Ces opérations vous permettent d’appliquer plusieurs transformations aux objets sélectionnés. Les coordonnées de la transformation de l’objet sont transférées aux données de l’objet. Si les objets ont des descendants hiérarchiques, il applique également ces transformations à leurs enfants.

Transforms

Référence

Mode

Mode Objet

Menu

Object ‣ Apply ‣ Location / Rotation / Scale / Rotation & Scale

Raccourci

Ctrl-A

L’application de valeurs de transformation réinitialise essentiellement les valeurs de l’emplacement, de la rotation ou de l’échelle de l’objet, tout en maintenant visuellement les données de l’objet en place. Le point d’origine de l’objet est déplacé vers l’origine globale, la rotation est effacée et les valeurs d’échelle sont fixées à 1.

For simple cases you won’t notice any difference the 3D Viewport or rendered output, yet modifiers and constraints may depend on object transformation.

Avertissement

Armature Objects

Si l’application de transformations aux armatures est prise en charge, cela ne s’applique pas à leur emplacement de pose, aux courbes d’animation ou aux contraintes. Cet outil doit être utilisé avant le rigging et l’animation.

Lorsque vous exécutez Apply Transform, le panneau Ajuster la dernière opération vous permet de choisir la combinaison de transformations à appliquer.

Options

Location

Apply (set) the location of the selection. This will make Blender consider the current location to be equivalent to 0 in each plane i.e. the selection will not move, the current location will be considered to be the « default location ». The object origin will be set to actual (0, 0, 0) (where the colored axis lines intersect in each view).

Rotation

Apply (set) the rotation of the selection. This will make Blender consider the current rotation to be equivalent to 0 degrees in each plane i.e. the selection will not rotated, the current rotation will be considered to be the « default rotation ».

Scale

Apply (set) the scale of the selection. This will make Blender consider the current scale to be equivalent to 0 in each plane i.e. the selection will not scaled, the current scale will be considered to be the « default scale ».

Rotation and Scale

Apply (set) the rotation and scale of the selection. Do the above two applications simultaneously.

Apply Properties

Modify properties such as curve vertex radius, font size and bone envelope according to the applied transformation. (Found in the Ajuster la dernière opération panel)

Transforms to Deltas

Référence

Mode

Mode Objet

Menu

Object ‣ Apply ‣ Location / Rotation / Scale to Deltas

Raccourci

Ctrl-A

Converts primary object transformations to delta transforms, any existing delta transforms will be included as well.

  • Location to Deltas

  • Rotation to Deltas

  • Scale to Deltas

All Transforms to Deltas

Converts all primary transformations to delta transforms.

Animated Transform to Deltas

Converts the primary transformation animations (of the translation, scale, and, rotation values) to delta transforms.

Options

Reset Values

Clear primary transform values after transferring to deltas.

Visual Transform

Référence

Mode

Mode Objet

Menu

Object ‣ Apply ‣ Visual Transform

Raccourci

Ctrl-A

Apply (set) the result of a constraint and apply this back to the object’s location, rotation and scale.

Visual Geometry as Mesh

Référence

Mode

Mode Objet

Menu

Object ‣ Apply ‣ Visual Geometry to Mesh

Raccourci

Ctrl-A

Apply the visual state of all selected objects (modifiers, shape keys, hooks, etc.) to object data. This is a way to freeze all object data into static meshes, as well as converts non-mesh types to mesh.

For details, see the Convert To mesh.

Make Instances Real

Référence

Mode

Mode Objet

Menu

Object ‣ Apply ‣ Make Instances Real

Raccourci

Shift-Ctrl-A

Make Instances Real creates a new object for each instance generated by the selected ones, and removes any direct instancing from those.

In the end, each instance becomes a real object.

Avertissement

This applies to both direct (from verts or faces…) and indirect (from particle system…) instancing. In case you have tens of thousands of instances (from particles for example), this can significantly slow down Blender, which does not always deal well with that many objects in a scene.

Options

By default, new objects will be added to the same collection as the one containing their instancer, without keeping any hierarchy relationships. This behavior can be altered with the following options.

Parent

If Keep Hierarchy is not set, parents all the generated objects to the former instancer.

Otherwise, parents all the generated objects which are not already parented to their respective instancer, or its matching new copy (this is important in case of recursive instancing, see the note below).

Keep Hierarchy

Preserves internal hierarchies (i.e. parent relationships) in the newly generated objects.

Astuce

Usually, to get a new hierarchy as close as possible from the instancing one, you’ll want to enable both of these options.

Note

Preserving relationships in recursive instancing cases (instancers instancing other instancer objects, etc.) is only supported to some extent currently.

Simple cases (like an empty instancing a collection containing instances of some other collections) will usually work, but more complex cases will fail to fully reproduce the whole instancing hierarchy.