Spin Tool doesn't respect the pivot point #65574

Open
opened 2019-06-06 18:08:40 +02:00 by William Reynish · 12 comments

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: 3abb1695cf
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:
    spin_pivot_bug.blend
  • 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.

{F7090329, size=full}

**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: `3abb1695cf` 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: [spin_pivot_bug.blend](https://archive.blender.org/developer/F7090353/spin_pivot_bug.blend) - 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. {[F7090329](https://archive.blender.org/developer/F7090329/Screenshot_2019-06-06_at_17.56.58.png), size=full}

Added subscriber: @WilliamReynish

Added subscriber: @WilliamReynish
Campbell Barton was assigned by William Reynish 2019-06-06 18:08:53 +02:00

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.

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.

Added subscriber: @JulienKaspar

Added subscriber: @JulienKaspar

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.

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.

Added subscriber: @brecht

Added subscriber: @brecht

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.

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 Luckily we have a pivot point option called Active Element, which is most useful for spin:

Say you want to model a wine glass:
Screenshot 2019-06-07 at 15.19.22.png

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.

@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: ![Screenshot 2019-06-07 at 15.19.22.png](https://archive.blender.org/developer/F7092041/Screenshot_2019-06-07_at_15.19.22.png) 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.

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 Just FYI, this is by default what happens with default cube using 3D Cursor:
Screenshot 2019-06-07 at 16.29.18.png

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.

Screenshot 2019-06-07 at 16.30.34.png

This is using Active Element:
Screenshot 2019-06-07 at 16.36.36.png

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.

@brecht Just FYI, this is by default what happens with default cube using 3D Cursor: ![Screenshot 2019-06-07 at 16.29.18.png](https://archive.blender.org/developer/F7092053/Screenshot_2019-06-07_at_16.29.18.png) 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. ![Screenshot 2019-06-07 at 16.30.34.png](https://archive.blender.org/developer/F7092056/Screenshot_2019-06-07_at_16.30.34.png) This is using Active Element: ![Screenshot 2019-06-07 at 16.36.36.png](https://archive.blender.org/developer/F7092069/Screenshot_2019-06-07_at_16.36.36.png) 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.

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.

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.

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.
Philipp Oeser removed the
Interest
Modeling
label 2023-02-09 15:29:51 +01:00
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
3 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#65574
No description provided.