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idea #166: Be able to treat the orgin of an object as an "object".



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Written by Gustav Göransson the 24 Dec 08 at 05:15. Category: Tools. Status: New
Description
Aligning object's origins in blender today is a rather complicated process.

For example try this and you would see what I mean.: Place two objects in you scene with different position and rotation and then try to align object A's origin with object B's without affecting the position and rotation of object A's mesh...

This would be alot easier if you could treat the orgin of an object as an "object" itself.

This is how it could work:
Select your object and click on the "edit origin" button, this would turn the object's origin into an empty-object that you move and rotate without affecting your object. Now it's easy to reposition change rotation of the origin. When your finish editing the origin you just click on the "edit origin" button again to apply the changes to the origin.

Alot of other 3d-applications have this function and it's a efficient way to control the origin of an object.


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nraven wrote on the 12 Apr 08 at 02:40
Hm.. I'm not sure I understand your alignment problem. Are you trying to match the 2 origins? That is rather trivial in Blender right now using the 3d cursor.

Select object A, [S], Cursor -> Selection, Select object B, press < center cursor > in the 'Mesh' panel in the edit buttons.

I'm not convinced the 'edit origin' mode would be a better way to do just that, do you have other examples?

mhm... maybe have the < center cursor > functionality represented by an item in the snap menu during object mode, to avoid having to hunt down the button? ( [S], Selection Origin -> Cursor )

Gustav Göransson wrote on the 12 Apr 08 at 03:04
"Select object A, [S], Cursor -> Selection, Select object B, press < center cursor > in the 'Mesh' panel in the edit buttons."

This would only align the origin's position not the rotation.

I'm recorded a short video how would do it in 3ds max just to demonstrate what I mean:
http://www.screencast.com/users/gustavg/folders/Jing/media/825eb677-2dcf-4a36-9 ed8-f8aa307f0125

nraven wrote on the 12 Apr 08 at 03:51
Oh now I get it. The goal is to freely change the local orientation/transformation axes of an object. You have my vote. :)

smokebox46and2 wrote on the 12 Apr 08 at 15:07
i'm guessing this would allow one to grab/rotate/scale an object and allow those manipulations to be the object's original state if the point of origin is set, or set back, to zero grab/rotate/scale???

RH2 wrote on the 14 Apr 08 at 19:01
I couldn't get into your link...

can't you already do that by entering edit mode and rotating and/or translating the mesh around the object's origin? Once you go into object mode you can rotate/scale/translate the object around its origin.

...you guys probably already know this, right?

Gustav Göransson wrote on the 20 Apr 08 at 02:29
RH2: Yes you could do that, however there are occasions (especially when it comes to rigging) when this very hard or even practical impossible to do this by moving the mesh in edit mode. In those cases an option to rotate and translate the origin without affecting the mesh would be very helpful.

etyrnal wrote on the 30 Jun 08 at 00:30
sounds like the Axis mode in Cinema 4D - object mode, edit mode (mesh), and Axis mode (where you can act directly on the axis, independent of the object and mesh data)


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