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local axis constrained (xyz) rotation with pivot to active element doesnt work as expected.
Closed, InvalidPublicBUG

Description

System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06

Blender Version
Broken: version: 2.91.0 Alpha, branch: master, commit date: 2020-09-07 08:12, hash: rBb351607996e4
Worked: dont think it's ever worked

Short description of error
When you set axis transform to local and pivot to active element you expect everything selected to rotate around that active selected object, which works fine in trackball mode, but when you constrain it to any axis, then every object starts rotating around that axis towards that object which is not only unexpected but unuseful
What is expected to happen is that every object will rotate towards the desired axis of the active object.

Exact steps for others to reproduce the error
Create 3 or more objects.
Make pivot the active object.
Change transform orientation to local axis.
Rotate (r)
chose any one rotation constrain (xyz)
result: objects transform in weird unuseful ways.
expected: objects rotating around the selected axis of the active element.

Event Timeline

Germano Cavalcante (mano-wii) changed the task status from Needs Triage to Confirmed.Thu, Sep 10, 11:23 PM
Germano Cavalcante (mano-wii) changed the subtype of this task from "Report" to "Bug".

After an investigation, this is not a bug.
It always worked like that.
In object mode, the Local orientation is the specific orientation of each object.
The pivot remains the active object.

If you want the orientation to be the active object, you have to create a new orinetation (the + button).

Yes it's always worked like that, which seems like unuseful behaviour.

The idea is that everything rotates to the pivot point of the selected object, not that each object will rotate into a weird axis right?,
i mean the idea of that combination is having the object rotate to the whatever selected axis of the active object not of their own if i wanted that behaviour i'd use individual origins.