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Spin Tool doesn't respect the pivot point
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System Information
Operating system: Darwin-18.2.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon R9 M395X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.4.10

Blender Version
Broken: version: 2.80 (sub 74), branch: master, commit date: 2019-06-06 14:52, hash: rB3abb1695cfb1
Worked: (optional)

Short description of error
Spin Tool doesn't respect the pivot point - it always uses the 3D Cursor, even if you set the pivot point to something else.

Exact steps for others to reproduce the error

  • Open this blend file:

  • The Spin tool should be active
  • The pivot point is set to Active Element
  • However, the Pivot Point is still revolving around the 3D Cursor.



Event Timeline

The pivot point is for transformations, it's disputable if spin would benefit from this. Since you almost always want to spin around a user defined location not the bounding box or median center (which will be default).

Setting as design task, would like to get feedback from modelers on this - since it's been this way for a long time, I'd like to see if modelers actually want this.

You very often want to spin around a vertex. This would be trivial if you could set the Pivot Point to Active Element.

When starting a new spin, it’s also just nicer for the spin to start from your selection. If the 3D Cursor is far away, you will get a nonsensical spin operation.

Currently it’s highly inconvenient, because you must first move the 3D Cursor.

I think it would make sense if the default spin center is derived from the selection without taking the 3D cursor into account. But not necessarily at the center of the selection since that makes the tool pretty confusing with the default pivot point setting. I'm not sure what the right formula is though.

@Brecht Van Lommel (brecht) Luckily we have a pivot point option called Active Element, which is most useful for spin:

Say you want to model a wine glass:

Using active element, it is trivial to spin around the correct point - way easier than having to manually snap the 3d cursor to this point.

For active element pivot point I think it's fine to default to the active element as spin center. But I would be nice that if you go into edit mode, select one face of the cube, and activate the spin tool, drag the (+) button, it actually does something useful.

@Brecht Van Lommel (brecht) Just FYI, this is by default what happens with default cube using 3D Cursor:

IMO that is a lot more non-sensical - spinning around the selection gives a better default starting point, esp if the 3d cursor happens to be much further away.

This is using Active Element:

Clearly that is more useful in most general cases than the hardcoded 3D Cursor - and it's more consistent to follow the pivot point to boot.

If you do many spin operations, having to manually go and snap the 3D Cursor every time quickly becomes not fun.

It's a double win: consistency and convenience.

Using the active element for all pivot point settings except 3D cursor would be an improvement for vertex and edge select mode I think.

For face select mode it will still work poorly. It could pick one of the edges, or something similar when multiple faces are selected. Not saying this is super important, just would be nice if activating the spin tool would not do this weird spin on itself in common cases.

All I’m saying is that it should simply follow the pivot point setting. Different pivots may be appropriate in different situations, so hardcoding it to 3D cursor isn’t great.

For active element and 3D cursor pivot point, simply following the setting seems ok. For the default median center, I'd rather it do something a bit smarter since that's basically never where you want the spin center to be.