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Bone Transformation - Make Individual Origins work with groups of linked bones
Confirmed, NormalPublicTO DO

Description

Short description
When the pivot point is set to Individual Origins, and multiple edit bones are selected, when rotating they are expected that each group of linked bones has its own rotation pivot.
But instead these bones pivot from the head of their parent, which seems unintentional, considering this works as I would expect in pose mode.

In the video, is expected Individual Origins to behave the same way as Active Element, since in the case of a single selected(therefore the active) element, those two do the same thing in other cases in Blender.

Event Timeline

Demeter Dzadik (Mets) updated the task description. (Show Details)
Germano Cavalcante (mano-wii) lowered the priority of this task from 90 to 50.

Individual origin in bones should work the same as it works with meshes - Groups of elements that are linked.

Brecht Van Lommel (brecht) lowered the priority of this task from 50 to Low.
Germano Cavalcante (mano-wii) renamed this task from Individual Origin pivot uses parent's head on connected edit bone, instead of the selected bone's head. to Bone Transformation - Make Individual Origins work with groups of linked bones.Mon, Jan 27, 1:30 PM
Germano Cavalcante (mano-wii) raised the priority of this task from Low to Normal.
Germano Cavalcante (mano-wii) updated the task description. (Show Details)
Germano Cavalcante (mano-wii) edited projects, added Modeling; removed Tracker Curfew.
Germano Cavalcante (mano-wii) changed the subtype of this task from "Report" to "To Do".Mon, Jan 27, 1:35 PM

Since fixing this problem would take more than a day, this is not considered a bug but a development task.
So I will mark it as To Do and attach to the long term plans