Snap to Origin
There is a workflow problem with rotating/scaling multiple objects using an object as a pivot point. There are two workaround for this (there may be more). We start with the objects we want to transform already selected and default pivot/snapping options:
- Select the "Pivot Object" ► Use "Cursor to Selected" ► Undo Twice ► Set 3D Cursor as Pivot Point ► Select everything to be Transform
- Select the "Pivot Object" with "Shift+Left_Click" ► Hide it from the Outliner ► Set Active as Pivot Point
The former abuses "undo", which is horrible design-wise, and requires more steps.
The latter causes a dilema which a non-selected object is the active, causing a lot of other unrelated problems everywhere else (see developer.blender.org/T82359 and developer.blender.org/T54862 ).
But both of them requires some kind of re/deselection. With a "<b style="color:cyan;">Snap to Origin</b>" option in the "<b style="color:cyan;">Snapping</b>" menu ( <b style="color:red;">NOT Shift + S</b> ) we could snap the 3D Cursor to it using "Hold_(Shift + Right_Click)". With this, we could narrow it to:
- Set Snapping to Origin (Faster with "Ctrl+Shift+Tab") ► "Hold_(Shift + Right_Click + Ctrl)" and drag the 3D cursor to chosen Origin ► Set 3D Cursor as Origin
Pros:
- It doesn't mess with the Selection
- You don't loose flow leaving the 3D Viewport
- The fastest method if a custom shortcut is used
- Fixes an everlasting dilema
Cons:
- It messes with Snapping options
- You may want the cursor elsewhere
- Hidding objects is faster if no custom shortcut is used
- Currently the 3D Cursor movement is slow
Moreover, this setting could also be useful for objects with its Origin at their feet (characters, trees, etc.) and want to add a plane as ground, and many more use cases like snapping to the center of an object (if its Origin is in there).
(See * @IIIFGIII * 's comment for visuals)
7 Comments
Too much words. Set this set that, undo, select... Instead of just - make origin snappable dot. As it work for empties, for instance. With simple GIF like this.
PS Origin, not Pivot Point, Blender has no pivot points...
* @IIIFGIII * My bad😅, I wanted to make sure everything was said. I corrected the "Pivot Point" thing, thank you for the correction
* @IIIFGIII * Very nice gif. HOWEVER... you claimed "Origin, not Pivot Point, Blender has no pivot points". That is one giant misinfo.
In Max Maya ZBrush or Blender or any CG tool, origin and pivot point are 2 SEPARATE, DIFFERENT things - for obvious technical reasons.
Blender HAS PIVOT POINTS. Blender treats Pivot Points and Origin as 2 different things.
* @SoloAnimator * By "has no pivot point" I mean that what commonly called in other software Pivot in Blender called Origin.
This "pivot point" words you found in menu is some general сoncept of some point, transform will working around it, and has no connection to Pivot/Origin meaning. Object origin not always has to be pivot point. So don't be so "smart"... Please.
* @IIIFGIII * Stop spreading misinfo about Blender.
In all common 3D softwares from Maya to 3dsMax to Blender
Mesh Origin = Origin. Transform Pivot point = pivot point.
TWO VERY DIFFERENT THINGS.
You don't get to dictate industry standard definition, nor do you get to simply pronounce "Blender has no pivot point".
This is not about you or me. Fact is fact: BLENDER specifically differentiate PIVOT POINT FEATURE from ORIGIN.
Blender is capable of dynamically setting pivot points at ANY SNAP POINT - on edges, on faces, on vertices, on 3D cursor and more. Stop saying Blender's "pivot points" has no meaning.
Blender animators riggers meshers frequently set PIVOT POINT to world ORIGIN or to mesh ORIGIN or to rig ORIGIN or to bone ORIGIN. So how can pivot points and origin mean the same thing? Seriously?
The OP of this post is correct when he/she used the term PIVOT POINT.
Why are you trying to make Blender sound dumber or less standard than it is?
Don't be so smart please. This is not about you or me.
* @SoloAnimator * Mesh Origin = Origin. Eureka!!! I only noted that what he called on Pivot Point actually in blender called Origin, nothing more. What the f*** wrong with you guy.
That is correct. In 3dsmax/Maya Origin is hidden from user by a pivot point, so you can't control it directly.
In contrary, Blender origin is true origin with true mesh origin values.