Scale fails in all but Local mode #76572

Closed
opened 2020-05-08 23:42:22 +02:00 by Conrad Dueck · 9 comments

System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92

Blender Version
Broken: version: 2.82 (sub 7), branch: master, commit date: 2020-03-12 05:06, hash: 375c7dc4ca
Worked: (have not yet found a version of 2.8x that works)

Short description of error
Scale tool seems to only respect Local axis mode

Exact steps for others to reproduce the error
In a default scene, rotate the cube to arbitrary angle and try scaling it in any mode other than local (and normal mode, although, that just seems to match local, when in object mode)

When enlisting help to investigate the issue, these steps were provided, but the single, simple test above also demonstrates the issue:
Tell me if this looks like the right behavior to you (ie; following these steps)

  • in a new file, create a cube at the origin
  • rotate the cube to some arbitrary angle
  • switch the 'Transforms Orientation' drop down at the top of the 3d view to Local
  • activate the scale tool, to see the gizmo aligned to the object
  • try scaling on Z (it should work as expected)
  • now change the Transform Orientation to Global
  • try scaling on the world Z axis (why is it scaling in x and y too?)

Anyone in our studio who tried the above saw the same behavior.

**System Information** Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92 **Blender Version** Broken: version: 2.82 (sub 7), branch: master, commit date: 2020-03-12 05:06, hash: `375c7dc4ca` Worked: (have not yet found a version of 2.8x that works) **Short description of error** Scale tool seems to only respect Local axis mode **Exact steps for others to reproduce the error** In a default scene, rotate the cube to arbitrary angle and try scaling it in any mode other than **local** (and **normal** mode, although, that just seems to match local, when in object mode) When enlisting help to investigate the issue, these steps were provided, but the single, simple test above also demonstrates the issue: Tell me if this looks like the right behavior to you (ie; following these steps) - in a new file, create a cube at the origin - rotate the cube to some arbitrary angle - switch the 'Transforms Orientation' drop down at the top of the 3d view to Local - activate the scale tool, to see the gizmo aligned to the object - try scaling on Z (it should work as expected) - now change the Transform Orientation to Global - try scaling on the world Z axis (why is it scaling in x and y too?) Anyone in our studio who tried the above saw the same behavior.
Author

Added subscriber: @ConradDueck

Added subscriber: @ConradDueck
Member

Added subscriber: @Alaska

Added subscriber: @Alaska
Member

It's a problem with how objects are handled. To fix this, after rotating the object you must apply the rotation "Ctrl+A -> Apple Rotation" and then scale. Or enter edit mode then scale the object.

I made a similar post about this issue about a year ago (I'm having a hard time finding it) and the conclusion was that this feature is working as intended and that it would be rather difficult to fix.

It's a problem with how objects are handled. To fix this, after rotating the object you must apply the rotation "Ctrl+A -> Apple Rotation" and then scale. Or enter edit mode then scale the object. I made a similar post about this issue about a year ago (I'm having a hard time finding it) and the conclusion was that this feature is working as intended and that it would be rather difficult to fix.
Member

Added subscriber: @ankitm

Added subscriber: @ankitm
Member

If you see in the undo last operation panel that appears after {key S}, {key Z}, move mouse, click, you'll see X & Y are 1. Only Z is changing. Now that the object has their local X & local Y components along global Z axis too, they'll be affected also afaik

If you see in the undo last operation panel that appears after {key S}, {key Z}, move mouse, click, you'll see X & Y are 1. Only Z is changing. Now that the object has their local X & local Y components along global Z axis too, they'll be affected also afaik

Added subscriber: @brecht

Added subscriber: @brecht

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

Changed status from 'Needs Triage' to: 'Archived'
Brecht Van Lommel self-assigned this 2020-05-09 10:39:32 +02:00

Blender objects would need a shear component as part of their transform to scale strictly along Z. There is only scale, rotation and translation however.

What it does is approximate the transform as close as possible with pure scaling, which can affect all axes.

Blender objects would need a shear component as part of their transform to scale strictly along Z. There is only scale, rotation and translation however. What it does is approximate the transform as close as possible with pure scaling, which can affect all axes.
Author

Thanks for the responses

Just to ensure I understand this correctly....

In Blender, I am able to scale object, while in object mode, of course:

  • in "local" space along any of the object's single axis or multiple axes
  • in "global" space, but only in all axes (so, like whatever space in all axes)
  • in "global" space, or whatever other space (except "local") on a single axis, to get some kind of other result

Does that correctly summrize my scale options, again, while in Object mode?

Fwiw, if I switch to Edit mode, it behaves as I would expect to see in Object mode. So, yes, it does appear as a sort of shear kind of operation, but the logic of it is a little counter-intuitive. My brain kind of assumes if I were to scale this object, affecting only the Z axis, the dimensions of the object would change only in the selected axis.

It seems I'll need to do a bit more digging on the transform matrix math used under the hood in Blender.

Thanks again for the response.

Thanks for the responses Just to ensure I understand this correctly.... In Blender, I am able to scale object, while in object mode, of course: - in "local" space along any of the object's single axis or multiple axes - in "global" space, but only in all axes (so, like whatever space in all axes) - in "global" space, or whatever other space (except "local") on a single axis, to get some kind of other result Does that correctly summrize my scale options, again, while in Object mode? Fwiw, if I switch to Edit mode, it behaves as I would expect to see in Object mode. So, yes, it does appear as a sort of shear kind of operation, but the logic of it is a little counter-intuitive. My brain kind of assumes if I were to scale this object, affecting only the Z axis, the dimensions of the object would change only in the selected axis. It seems I'll need to do a bit more digging on the transform matrix math used under the hood in Blender. Thanks again for the response.
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Reference: blender/blender#76572
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