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  • Published 27 Mar 2019

Object to world origin/stand on world origin

At the moment we can snap the cursor to the world origin (0,0,0), and snap a selection to the cursor, but that's two steps, and the user may not want to move the cursor because it may have other uses.

I think a couple of useful additions would be:

  1. A direct way to snap a selection to the origin (with a checkbox for bounding box vs centre of mass)
  2. Stand the object on the origin, like the above but with the object moved up by half its height.

In some situations, e.g. computer game editing, the origin of an object is also a pivot/scaling point, which helps with randomisation when many of them are placed (e.g. bushes/trees).

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Development Status: Open

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robinc82
27 Mar 2019

5 Comments

robinc82 Author

Here's a video demonstrating another program, Anim8or, which has 3 very easy features:

  • Stand on ground (moves object up/down till it's lowest vertex hits Z= 0)
  • Stand on origin (same as above but also centres it in X and Y directions only)
  • Centre about origin

youtu.be/sjRQ9kk_Dm4

I know Blender can do the last one (but it takes two steps - move cursor to origin, move selection (in edit mode) to cursor). Alt G doesn't work if the object's location is already 0,0,0 (created off centre in edit mode, or location has been applied).

Not sure about the other two without creating a dummy mesh/empty to snap to.

jason

Don't you already get that functionality when you clear location (<kbd>Alt</kbd>+<kbd>G</kbd>)?

ammusionist

* @Jason van Gumster * I wonder if they mean that, for instance, the bottom most vertices of an object would snap to the XY (Z=0) plane?

Lauloque

* @Jason van Gumster * Alt G is fine if you deal with objects. But if your selection is a bone, a vertice, .... Then a quick way to send the selection to center makes sense.

robinc82 Author

* @ammusionist * Yes, for the second point.