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  • Published 21 Jun 2018

Free move and rotation of pivot

I would like to be able to move and rotate the pivot of any object freely, lilke in 3ds max or maya (the same way the object itself can be translated), and that should work on multiple objects at the same time.

95.7%

Development Status: Open

Upvote 45 Downvote 2
Facu
21 Jun 2018

26 Comments

Oskar

I'll add some visuals to your proposal for those who are not familiar how it works in these softwares.
By holding a hotkey you start editing the pivot.
The pivot is like an empty/locator/null where you use the same widgets and hotkeys for moving, rotating and snapping an object. When the hotkey is released the new pivot position is applied.
Clean and simple. Just one hotkey.
pivot

10
Facu Author

@zertux: Thank you! That's what I meant.

Facu Author

Please don't misunderstand me. I'm not proposing to remove/replace the 3D Cursor. I'm just asking to add a more direct funcionality to manipulate the pivot points, as it is a very common task.

3
MassimoMoneta

up for it

2
1D_Inc

Here is another one BS - Blender Modify Pivot Addon youtu.be/VrYGXg5HjMA

Also look for pivot pro.

This proposal was made a lot of times in addons already.

2
fabiocroldan

Hello, I also made a similar proposal a while ago. For now there is an addon. https: // blender.community/c/rightclickselect/jBbbbc/

1
Oskar

Thanks for the links!
By "don't allow multiple editing objects transform" Do you mean this:
gif
I don't see the danger of being able to achieve the same goal in two different ways.
I understand that the 3D cursor is part of Blender for a long time and people are used to it. But if there is a more efficient and intuitive way of completing this task without harming the 3D cursor why not.
By intuitive and efficient I mean: You want to move the pivot. You move it, snap it, whatever like every other object in the viewport. No reason to be more complicated.

After all the 3D cursor is more or less just an empty you can place while clicking in the viewport, but lacking the ability to position it using the transformation manipulators.
I think there is no need to stop the development of the ares it covers.

1
1D_Inc

@zertux: You need instanced spheres, sharing same shape, to get this message.

AndySellers

As far as I can tell, the 3D curser in 2.8 will be able to do this.

1
Draise

@andrewsellersm90: How does the 3D cursor drive the origin?

dpdpforlife

@andrewsellersm90: You can freely drag the cursor and then snap the origin to it, but constraining axes is not available as far as I know and neither is free rotation. It has to be oriented to an existing face to alter the rotation. If that capability is added to the cursor, there is still the second step of snapping the origin to the cursor.

Facu Author

@dpdpforlife: Yes, maybe, but what I say is to be able to directly move and rotate the pivot, not via the 3D cursor It should be faster and easier.

2
AndySellers

@facu.della.rosa: Ok, thanks for clarifying.

Draise

This has been mentioned a couple of times here.

1
Oskar

@ondraise15: Yes there is a lot of interest. I'll add links to some of the other posts:
Origin switch in transform tools
A quick and easy way to change the position of the origin
Interactive Pivot

2
1D_Inc

There is mathematical problem. Origin in Blender is not the same thing, like pivot in maya. Blender's origin is true origin of mesh - it's base and zero. Maya's pivot - is local transformation point, that is counted from real origin that is never shown.

As a result, you can set instances pivots with different location at one point, but will never know where is real origin, getting coordinates mess like in Maya, or you always know where is real origin, but performs transform via helper to avoid mess with instances location like in Blender.

So, you are asking to change origin's location like pivot, but not clarifying what to do with flying out instances.

1D_Inc

To make this possible and working stable you asking core developers to rewrite Blender's origin system and replace it with Maya pivot system. Be careful, you are asking too much, especially, if you can do this locally with a buch of addons at your consideration.

Facu Author

@1d.inciner: I'm not asking to rewrite anything, and I I'm sure it's not needed to do that. The simplest way I can think of is, whenever you want to manipulate the pivot of any object/s, you just press a button (or hotkey), then internally it would create an empty with the same location and rotation on every selected object, you then manipulate that as a whole, and when you exit "pivot mode" the pivot location and rotation should be copied from the corresponding empty. I think it should be simple.

Oskar

@1d.inciner:

you asking core developers to rewrite Blender's origin system and replace it with Maya pivot system.

No, no maybe there is a confusion going on because of the terms origin and pivot.
In one hand we are most likely talking about the Blender's origin and the method of changing it's position.

Currently if you want to precisely position the origin and take advantage of the transformation manipulators you have to:

  • Create an empty.
  • Move the empty where you want.
  • Move the cursor to the empty.
  • Set the origin to the cursor.
  • Delete the empty.

Instead we propose:

  • Press a key.
  • Move the origin with transformation manipulators.

No matter how you do it, it will mess up the instances. It's expected behavior.

It's good that there are addons for this, but I think a proper integration into Blender will make life easier for everyone.

The same can be done with the pivot.
The only difference is the way you get your position. Instead of the 3d cursor you use only one hotkey and transformation manipulators.

3
1D_Inc

Also this can be be released as addon, here you can try such functionality in right way - as part of preparing assets, not for local transforms to unnecsairly duplicate 3d cursor functionality. This free addon contains alignation and rotation of pivot functions.

gumroad.com/l/hPXIh

Oskar

I saw that yesterday more than a few people voted down this proposal.
I don't know why, I can just guess that it's something to do with the 3D cursor. But there is no need for any functionality of the 3D cursor to be removed.

1D_Inc

@zertux: It seems, that because it is duplicating 3d cursor functionality, but even not complete, because don't allow multiple editing objects transform, like with 3D cursor, and also brings mess with instances.

In short - this is proposal of people, that are trying don't use 3d cursor, and want to bring some problems of limp systems of max and maya by replacing it's functionality.

youtube.com/watch

salvador

ok my error, after analyze all comments this can be with two modes? the tipical LMB an another with a shotcut to drag and drop the new 3D cursor with always active snap to vertex, center edge and face?

1D_Inc

I've seen addon for that. Don't use, because this concept is messy with instances, even in 3dsmax. There is no need to change origin like on gif. It was made in 3dsmax and Maya because of abscense of 3d cursor there.

Facu Author

@1d.inciner: Don't you think it would be easier to move and rotate the pivot of the objects directly, that position the cursor, rotate the cursor, and then tell blender to copy those transforms to the pivot of the object? Anyway, is not as intuitive to move the cursor than it is to move the pivot the same way if it were an object, where you can move along a local or world X axis with the mouse.

3
Oskar

@1d.inciner: It's about efficiency. I think this method is faster and the pivot can be positioned more accurately using all the functions Blender has for positioning an object.
The 3D cursor is simply a method for getting a point in 3D space. There are many easy ways you can do that in 3dsmax and Maya. Maybe it's the main reason they don't have it.

2