The "affect only origins" option does not work when editing the numerical coordinates/scale/rotations in the item tab. #83385

Closed
opened 2020-12-04 02:17:48 +01:00 by Eric Jomphe · 14 comments

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48

Blender Version
Broken: version: 2.91.0, branch: master, commit date: 2020-11-25 08:34, hash: 0f45cab862
And
Broken: version: 2.92.0 Alpha, branch: master, commit date: 2020-12-03 21:55, hash: cc6ec71b19

Short description of error
I was asked to report this as a bug by Pablo.

The "affect only origins" option does not work when editing the numerical coordinates/scale/rotations in the item tab. The "Affect only Location" and "Affect only Parent" also do not work with the numerical input on the transform tab.

Exact steps for others to reproduce the error
Repro steps. select any object, turn on affect origins only. Then edit coordinates in the transform tab. The whole model will move, not just the origin.

AffectOnlyOriginsDoesNotWorkWithNumericalInput_001.avi

**System Information** Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48 **Blender Version** Broken: version: 2.91.0, branch: master, commit date: 2020-11-25 08:34, hash: `0f45cab862` And Broken: version: 2.92.0 Alpha, branch: master, commit date: 2020-12-03 21:55, hash: `cc6ec71b19` **Short description of error** I was asked to report this as a bug by Pablo. The "affect only origins" option does not work when editing the numerical coordinates/scale/rotations in the item tab. The "Affect only Location" and "Affect only Parent" also do not work with the numerical input on the transform tab. **Exact steps for others to reproduce the error** Repro steps. select any object, turn on affect origins only. Then edit coordinates in the transform tab. The whole model will move, not just the origin. [AffectOnlyOriginsDoesNotWorkWithNumericalInput_001.avi](https://archive.blender.org/developer/F9474429/AffectOnlyOriginsDoesNotWorkWithNumericalInput_001.avi)
Author

Added subscriber: @EricJomphe

Added subscriber: @EricJomphe

Closed as duplicate of #71437

Closed as duplicate of #71437

Changed status from 'Duplicate' to: 'Needs Triage'

Changed status from 'Duplicate' to: 'Needs Triage'

Added subscribers: @PabloDobarro, @pablovazquez, @rjg

Added subscribers: @PabloDobarro, @pablovazquez, @rjg

As far as I'm aware this is intentional, see the ticket I've originally merged this into. I'll check with the developers just to be sure. Which Pablo instructed you to report this @PabloDobarro or @pablovazquez?

As far as I'm aware this is intentional, see the ticket I've originally merged this into. I'll check with the developers just to be sure. Which Pablo instructed you to report this @PabloDobarro or @pablovazquez?
Author

Oh snap, sorry about that, it was not my intention to throw @pablovazquez under the bus. During the podcast, I was asking if there was any plans to extend this functionality to numerical inputs. It's a bit unfortunate if this is intentional since it makes the affect origins option almost useless for precision placement.

For example, when exporting assets to unity, you need to put a 90 degree rotation on the x of your assets in order to have them aligned properly in game. So instead of just activating the affect only origins and doing the operation. You have to either rotate the object -90, apply transforms and re-rotate it 90 degrees prior to exporting, or place the 3d cursor and align your origin to it.

image.png

Link to the timestamp in the video.
https://youtu.be/oqjKMd9CYI4?t=2615

Oh snap, sorry about that, it was not my intention to throw @pablovazquez under the bus. During the podcast, I was asking if there was any plans to extend this functionality to numerical inputs. It's a bit unfortunate if this is intentional since it makes the affect origins option almost useless for precision placement. For example, when exporting assets to unity, you need to put a 90 degree rotation on the x of your assets in order to have them aligned properly in game. So instead of just activating the affect only origins and doing the operation. You have to either rotate the object -90, apply transforms and re-rotate it 90 degrees prior to exporting, or place the 3d cursor and align your origin to it. ![image.png](https://archive.blender.org/developer/F9477285/image.png) Link to the timestamp in the video. https://youtu.be/oqjKMd9CYI4?t=2615

@EricJomphe You can precisely rotate it through shortcuts, e.g. {key R} + {key X} + 90. What you actually want is in the file exporter options though. For instance in the .fbx exporter you can select which axis is forward and up. Similar options exist for other exporters as well. The options can be accessed by clicking on the gear icon in the file browser.

exporter_options.png

@EricJomphe You can precisely rotate it through shortcuts, e.g. {key R} + {key X} + `90`. What you actually want is in the file exporter options though. For instance in the `.fbx` exporter you can select which axis is forward and up. Similar options exist for other exporters as well. The options can be accessed by clicking on the gear icon in the file browser. ![exporter_options.png](https://archive.blender.org/developer/F9477328/exporter_options.png)

Closed as duplicate of #71437

Closed as duplicate of #71437
Author

Thanks,, I appreciate the answer and the tips. The Unity Asset was a bad example as it distracted from the point that being able to input absolute values on origins is useful behavior.

The r+x+90 shortcuts don't allow you to insert an absolute value in cases where you're not starting from a neutral world position, which means to use that method you need to reset the origin, then do the operation 3 times if you want a specific rotation (r + x + 25/ r + y + 50 / r + z + 15 ). When you could just activate "affect only origins" and input the values ( 25 tab 50 tab 15 done) which is much faster.

Thanks,, I appreciate the answer and the tips. The Unity Asset was a bad example as it distracted from the point that being able to input absolute values on origins is useful behavior. The r+x+90 shortcuts don't allow you to insert an absolute value in cases where you're not starting from a neutral world position, which means to use that method you need to reset the origin, then do the operation 3 times if you want a specific rotation (r + x + 25/ r + y + 50 / r + z + 15 ). When you could just activate "affect only origins" and input the values ( 25 tab 50 tab 15 done) which is much faster.

@EricJomphe I see what you mean. That would be a missing feature.

@EricJomphe I see what you mean. That would be a missing feature.

Added subscriber: @Stan_Pancakes

Added subscriber: @Stan_Pancakes

@EricJomphe You can do this:

  • make an Empty and put it in the desired orientation
  • set pivot to Active Element
  • select all your asset(s), keeping the Empty active
  • enable Only Origins
  • do a Object -> Transform -> Align to Transform Orientation, picking 'Local' as the orientation in the options

...which is, nevertheless, of course overkill if you just need to edit one object.

@EricJomphe You can do this: - make an Empty and put it in the desired orientation - set pivot to Active Element - select all your asset(s), keeping the Empty active - enable Only Origins - do a Object -> Transform -> Align to Transform Orientation, picking 'Local' as the orientation in the options ...which is, nevertheless, of course overkill if you just need to edit one object.
Author

@Stan_Pancakes Thanks ! As it happens, I was actually looking for that earlier today.

@rjg Fair enough :) I made a post on "Right click select" if you guys feel the suggestion has merit : https://blender.community/c/rightclickselect/RMgbbc/

@Stan_Pancakes Thanks ! As it happens, I was actually looking for that earlier today. @rjg Fair enough :) I made a post on "Right click select" if you guys feel the suggestion has merit : https://blender.community/c/rightclickselect/RMgbbc/

@EricJomphe Thank you!

@EricJomphe Thank you!
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Reference: blender/blender#83385
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