Apply

Reference

Mode:

Object Mode

Menu:

Object ‣ Apply

Shortcut:

Ctrl-A

These operations lets you apply several transformations to the selected objects. The object transformation coordinates are transferred to the object data. If the objects have hierarchical descendants, it also applies those transformations to their children.

Transforms

Reference

Mode:

Object Mode

Menu:

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

Applying transforms resets an object’s Location, Rotation, or Scale values while visually keeping the object in place. In practice, this means:

  • The object’s origin is moved to the global origin (for location).

  • Rotation values are cleared to zero.

  • Scale values are reset to 1.0.

The geometry itself is adjusted so that the object continues to appear unchanged in the 3D Viewport and final render.

For simple cases you may not notice a difference, but applying transforms can affect how modifiers, constraints, and parenting behave, since they often depend on an object’s transform values.

Warning

Armature Objects

Applying transforms to armatures is supported, but it does not affect pose locations, animation curves, or constraints. It is recommended to apply transforms before rigging and animation.

Important

When applying transforms to an object that shares Object Data with other objects, the data must first be made a Single User. Blender will prompt you to confirm this action.

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 & 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 Adjust Last Operation panel)

Transforms to Deltas

Reference

Mode:

Object Mode

Menu:

Object ‣ Apply ‣ Location / Rotation / Scale to Deltas

Converts the object’s primary transforms (Location, Rotation, Scale) into Delta Transforms. Any existing delta transforms will be added to the new values.

This allows you to “bake” the current transforms into the delta channels, while leaving the primary transform channels free for new adjustments or keyframes.

Available options:

  • Location to Deltas – Converts the object’s location to Delta Location.

  • Rotation to Deltas – Converts the object’s rotation to Delta Rotation.

  • Scale to Deltas – Converts the object’s scale to Delta Scale.

  • All Transforms to Deltas – Converts all three at once.

Options

Reset Values

Clear primary transform values after transferring to deltas.

Clears the primary transform values after transferring them to deltas. When enabled, the object’s main Location, Rotation, and Scale are reset (e.g. to 0 for location/rotation and 1 for scale), while the appearance remains unchanged because the deltas now contain the previous values.

Animated Transform to Deltas

Reference

Mode:

Object Mode

Menu:

Object ‣ Apply ‣ Animated Transform to Deltas

Converts existing animation keyframes from the object’s primary transforms (Location, Rotation, Scale) into Delta Transforms.

This means that the animation data is moved from the main transform channels to the corresponding delta channels, leaving the main transforms unchanged at their current values.

Visual Transform

Reference

Mode:

Object Mode

Menu:

Object ‣ Apply ‣ Visual Transform

Apply the result of each selected object’s constraints to that object’s own transformation. This will make the objects keep their location, rotation, and scale even if their constraints are disabled or deleted.

Visual Geometry as Mesh

Reference

Mode:

Object Mode

Menu:

Object ‣ Apply ‣ Visual Geometry to Mesh

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 mesh.

Visual Geometry to Objects

Reference

Mode:

Object Mode

Menu:

Object ‣ Apply ‣ Visual Geometry to Objects

Creates new objects from the evaluated geometry of the active object, including the effects of all modifiers, constraints, and instancing.

This operator is similar to Make Instances Real, but with several key differences:

  • Instanced geometry is not realized. Instead, shared data is preserved between objects that use it.

  • The original object is not removed or modified, avoiding unintended disruptions to relationships with other objects.

  • Instancing hierarchies are preserved by creating new objects and collections that reflect the evaluated structure.

This operator is useful for extracting visible results of geometry nodes, modifiers, or instancing setups without permanently modifying the original scene structure.

Note

Instance attributes (e.g. custom per-instance data) are currently not preserved.

Make Instances Real

Reference

Mode:

Object Mode

Menu:

Object ‣ Apply ‣ Make Instances Real

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.

Warning

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.

Tip

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.

Parent Inverse

Reference

Mode:

Object Mode

Menu:

Object ‣ Apply ‣ Parent Inverse

Applies the object’s Parent Inverse transform to the object data.