Free transform the gizmo in edit mode
In Maya and XSI you can free transform the gizmo in edit mode and snap it to any component (face,edge,vertex) without it necessary being selected with 2 clicks. In Blender the only way you can do that is to snap the gizmo to your component then select pivot point to 3d cursor and then adjust your operation. After that you have to reset your pivot point and the location of the 3d cursor if you don't want objects adding to the last location you placed the 3d cursor. There is an add on called Friendly Pivot. In object mode you hold D and press RMB and the pivot is set but in edit mode it doesn't work because of Blender mechanics and you have to do the whole 3d cursor thing which involves a lot more clicks. My suggestion is to update the way you can set the gizmo location in edit mode just like you can set it independently from the 3d cursor in object mode with fewer clicks.
3 Comments
Hi, I strongly agree with the feature you are representing here. However, here is the closest I can get to Maya or ZBrush in terms of moving the Gizmo in Edit mode: Press "shift + left-click mouse" to relocate the 3D course position and then change "Transform pivot Point" the one on top to "3D Curser"
This would be amazing. I've fully switched to Blender at work and have been using it almost daily for 6 months and this is still one of the things I miss very much. There are workarounds and ways of achieving a similar effect but I miss how simple and easy it was in other softwares.
In edit mode there is active element pivot point / snap with active combination:
With it you can use last selected vertex / edge as both pivot and snapping point. Using L to select whole mesh elements and then deselecting / reselecting some verts to rotate or move things around sometimes can be much faster than origin method. Plus it doesn't mess with modifiers like origin method.
I still agree that snapping system should be made overhauled, addons like cad transform make it much simpler and understandable.