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  • Published 23 Dec 2024

more scaling options

here are my suggestions

1.percentage based scaling : Screenshot (187).png Screenshot (188).png this should be an choice based option( it would be better that way than replacing the old units)

scale based : Screenshot (190).png

lets just say i wanted to scale it to 2 meters from its current lenght , it would be very useful to see that change visually occur (i.e the length numbers changing) , much easier than calculating how much percentage increase will 2 meters be

to summarize this will be very useful to have when working with precision and accuracy ( good for size consistency when making a movie especially with kaiju's in it)

100%

Development Status: Open

Upvote 2 Downvote 0
dino107
23 Dec 2024

4 Comments

kalpit

you can do calculation while input like 2/1.854 to calculate the required scale to make it 2 meter.

Architector_4

Note that while in object mode, in the 3D viewport's right sidebar, in "Item" tab, in "Transform" panel, when there's an active (selected) object, below the usual transforms it shows a "DImensions" vector that allows you to see and adjust the current dimensions of the object, whenever applicable.

This is the crux of what the second feature request here is, as I understand. I agree, it'd be handy to also have that thing appear for selected geometry in edit mode.

Lauloque

If this proposal was only about percentage scaling, you would have written 124.1%. That's percentage already.

What you seem to ask, AFAIK is called additive scaling. To explain the difference clearly:

  1. Multiplicative Scaling (current behavior):
    The object's scale is multiplied by the input value:
    X⋅Y
    where X is the object's current scale, and Y is the scale factor (e.g., 1.241 for 124.1%).

  2. Additive Scaling:
    The object's scale is increased by a percentage of its current scale:
    X+(X⋅Y)
    where X is the object's current scale, and Y is the percentage as a decimal (e.g., 0.241 for 24.1%).

Examples with X=1:

  1. Multiplicative scaling: 1 ⋅ 1.241 = 1.241
  2. Additive scaling: 1 + (1 ⋅ 0.241) = 1.241

Examples with X=2:

  1. Multiplicative scaling: 2 ⋅ 1.241 = 2.482
  2. Additive scaling: 2.0 + (2 ⋅ 0.241) = 2.482

I guess it’s probably feasible to implement additive scaling, but it’d mean tweaking operator logic, the UI, and running tests... Which I don't suspect to be anywhere near development priorities right now.
Meanwhile, Blender's multiplicative scaling is efficient, aligns with industry standards, and easily accommodates "adding" percentages by writing values like 1.25 for a 25% increase. Given the low cost of achieving similar results in the current system, this change doesn't sound worth the trouble IMHO.

dino107 Author

note : i miswrote 24.1 as 21.4