Rotate with "R" key or using bpy.ops.transform.rotate produces inverted rotation. Effects Object, Mesh Edit and Pose Mode #83092
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Reference: blender/blender#83092
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System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38
Blender Version
Broken: version: 2.91.0, branch: master, commit date: 2020-11-25 08:34, hash:
0f45cab862
Worked: version: 2.90.1, branch: master, commit date: 2020-09-23 06:43, hash:
3e85bb34d0
Short description of error
If a numeric figure is entered after pressing "R" to rotate an object by a set amount in object mode or if bpy.ops.transform.rotate is called via a script or the console, objects rotate in the opposite direction to intended.
A similar bug was present in 2.80 https://developer.blender.org/T66527 but this had a workaround that if you set the orient matrix in a script it would force the rotation to be in the correct direction. This workaround no longer works.
This bug also effects mesh edit mode and pose mode!!!
Exact steps for others to reproduce the error
Launch startup file.
Go into top view
Go into orthographic mode.
Select default cube
Press "R" on the keyboard and enter 15
Result:
Cube rotates -15 degrees rather than +15 degrees.
Alternatively:
Launch startup file.
Go into top view
Go into orthographic mode.
Select default cube
then in the console:
Result:
Cube rotates -15 degrees rather than +15 degrees.
Added subscriber: @richeyrose
#84858 was marked as duplicate of this issue
#83325 was marked as duplicate of this issue
Added subscribers: @mano-wii, @lichtwerk
Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
Value-wise, this is actually the other way around:
In 2.90, if you type in {key R 15}, the cube would turn clockwise, but the value for Rotation Z would actually end up
-15
In 2.91, if you type in {key R 15}, the cube would turn counter-clockwise, but the value for Rotation Z would actually end up
15
@mano-wii, you have done some changes here, I guess this is now expected behavior?
Changed status from 'Needs Developer To Reproduce' to: 'Confirmed'
This change was intentional in order to maintain a standard for viewport orientation.
The Z axis of the viewport matrix points to the other side, so this negative angle is like expected.
Before there were conditions and adjustments depending on the transform mode and this was becoming a growing snowball.
But I'll take a look again and see if I can work around this problem in another way.
This issue was referenced by
87310c0af1
This issue was referenced by
f9e994d0f4
Changed status from 'Confirmed' to: 'Resolved'
Added subscribers: @ThomasRadeke, @rjg
Added subscriber: @JonathanLax
This issue was referenced by
c828a505c2
This issue was referenced by
acc662ea5a
This issue was referenced by
a9b53daf23
This issue was referenced by
216ebe0b73