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  • Published 22 Jul 2025

Add an Option to Use Global Coordinate by Default

In Blender 2.7x: Pressing G (or R or S) uses Global orientation by default. If you had, say, Local selected in the header, you needed to press the transform key again (G G) to use it.

In Blender 4.x: Pressing G immediately uses the currently selected orientation (Local, Normal, View, etc.). Pressing the transform key again (e.g., G G) switches to Global, effectively reversing the old behavior.

This is hardcoded for allegedly better consistency with other transform modes. The modal key behavior (G/G) is handled internally in the transform operator, not easily overridden via Python or add-ons.

This change, while arguably improving consistency across transform tools in the new paradigm, did sacrifice:

🔹 Backward Consistency Many long-time users (especially from the 2.7 era) developed deep muscle memory with Global-first behavior.

Reversing that without an option breaks years of habituation—something professionals usually value in stable tools.

🔹 True Flexibility A truly flexible design would include a toggle in:

Preferences > Navigation, Viewport or Editing

Something like:

✅ "Use selected transform orientation by default" Or: ✅ "Default transform axis: Global / Current Selection"

That would allow everyone to choose—whether they're coming from Blender 2.7, 2.8+, or even other software.

Instead, Blender now hardcodes this behavior inside the C source of the transform operators, which is:

Not scriptable

Not configurable

Not easily visible to the user

🔧 Why This Matters (especially for experienced users) This shift affects:

Animation workflows (where Global transforms are frequent)

Object placement pipelines (Global-first can be preferable)

Precision modeling (where the default space matters)

Muscle memory is more than convenience—it's flow. Disrupting it without an opt-out hurts productivity for long-term users.

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Development Status: Open

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thales
22 Jul 2025

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