Scaling for multiple items

I have to scale a whole bunch of small items. I don’t see an easy way to scale more than one item equally. I mean, I have no idea how to scale one item (because I have to make sure it fits into a certain dimension) so because I have to make multiple adjustments, the ‘scaling percent’ does not show from ‘original size’ to ‘new size’, it only shows from ‘previous size’.

Which means, multiple adjustments looses the original size comparison to the new size. This then means if I have to scale 20 items, I have to do it manually for each item, multiple times, till I get them all to fit.

Is there some way to simply compare the original to one item and then ‘scale that amount’ for the next group of items?

In case that wasn’t clear, here is the current work flow.

1/ import item
2/ create a rectangle to get size to scale to
3/ scale item to fit (oh let’s save -40%)
4/ needs a bit more scaling
5/ scale item again, but now it only needs 2% adjustment(so the new scaled item is 98% of the previous item but NOT the original)
6/ Ooops, still needs a bit more scaling
…and so on.

Now I have a new item but no obvious way to reference it’s scaled size from original and now we are back to doing it all over again. Please tell me there is an easier way.


You can select multiple bodies before pressing the scale button to scale them all at the same time.

But I see your point, it is a little confusing with the percent size. Having a way to see original size dimensions while scaling (or something of the sort) would be nice.

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This kind of intersects with grouping bodies into assemblies. The clunky way is to use folders for an approximation of an assembly.

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You can put all of the bodies you want to scale in one folder. Kind of clunky, but selecting the folder selects all the bodies at the same time. Part groups and assemblies are in the works I hope.

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Well, it’s the best suggestion so far. Thanks. I’m trying to find some Viking runes that I can import, but every single one of them is a ‘mesh stl’ and not something Shap3r3D works well with :frowning: