Scale and rotate using individual origins as the transform pivot point is useless on poly and NURBS spline types #94884

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opened 2022-01-13 18:49:26 +01:00 by Marko Grdinić · 9 comments

System Information
Operating system: Windows-10-10.0.19042-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96

Blender Version
Broken: version: 3.1.0 Alpha, branch: master, commit date: 2022-01-12 19:46, hash: 97c2c39916
Worked: (newest version of Blender that worked as expected)

Short description of error
With Bezier curves, using scale resizes the handles for each control point, but with paths and meshes converted into curves does nothing since they don't have handles. It would have been more useful if it used the median point for each isolated spline instead. That is what I expected it would do.

**System Information** Operating system: Windows-10-10.0.19042-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96 **Blender Version** Broken: version: 3.1.0 Alpha, branch: master, commit date: 2022-01-12 19:46, hash: `97c2c39916` Worked: (newest version of Blender that worked as expected) **Short description of error** With Bezier curves, using scale resizes the handles for each control point, but with paths and meshes converted into curves does nothing since they don't have handles. It would have been more useful if it used the median point for each isolated spline instead. That is what I expected it would do.
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Added subscriber: @mrakgr

Added subscriber: @mrakgr
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Added subscriber: @PratikPB2123

Added subscriber: @PratikPB2123
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It would have been more useful if it used the median point for each isolated spline instead

Hi, Thanks for the report. You can do this by selecting adjacent control points, no?
Not sure if I understood totally but this is more of a request than a bug.

> It would have been more useful if it used the median point for each isolated spline instead Hi, Thanks for the report. You can do this by selecting adjacent control points, no? Not sure if I understood totally but this is more of a request than a bug.
Author

I suppose, but when I ran into this limitation, it felt like a bug. What I was doing is ripping the duplicated far edges of building top and converting them to curves with the intention of using them to distribute fence segments on them. I needed to rescale them to make the segments not stick out on the corners and could not do it. Instead what I did was convert them back to a mesh in order to do the rescaling. If the conversion gave me Bezier curves instead I would have noticed the handles changing size, but as things are now there is no indication of why the scale tool is not working in that particular case. So I'd consider that aspect a bug.

There is a design issue at hand here.

If you want to stick to the current design as close as possible the Bezier curve behavior can remain as it is, but if so then for consistency the NURBS path scaling of individual control points should affect its W. Poly splines should be treated as regular mesh edges as far as scaling from individual origins is concerned.

Another design would be be to treat scaling of curve points much like regular mesh vertices, and move scaling of Bezier handles and NURBS Ws to another tool. I suggest mapping it to the D key since it seems to be free. This design would have the most predicable behavior for newcomers such as myself.

I suppose, but when I ran into this limitation, it felt like a bug. What I was doing is ripping the duplicated far edges of building top and converting them to curves with the intention of using them to distribute fence segments on them. I needed to rescale them to make the segments not stick out on the corners and could not do it. Instead what I did was convert them back to a mesh in order to do the rescaling. If the conversion gave me Bezier curves instead I would have noticed the handles changing size, but as things are now there is no indication of why the scale tool is not working in that particular case. So I'd consider that aspect a bug. There is a design issue at hand here. If you want to stick to the current design as close as possible the Bezier curve behavior can remain as it is, but if so then for consistency the NURBS path scaling of individual control points should affect its W. Poly splines should be treated as regular mesh edges as far as scaling from individual origins is concerned. Another design would be be to treat scaling of curve points much like regular mesh vertices, and move scaling of Bezier handles and NURBS Ws to another tool. I suggest mapping it to the D key since it seems to be free. This design would have the most predicable behavior for newcomers such as myself.
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Added subscribers: @mano-wii, @HooglyBoogly

Added subscribers: @mano-wii, @HooglyBoogly
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

@mano-wii, as a transform system expert, what do you think of the proposed changes? This does seem like a bug, since I doubt it works the way it does currently on purpose.

Though I think this is a bug, I think it would be relatively low priority, given the changes to curves we are considering here: #94193 (a new edit mode implementation possibly)

@mano-wii, as a transform system expert, what do you think of the proposed changes? This does seem like a bug, since I doubt it works the way it does currently on purpose. Though I think this is a bug, I think it would be relatively low priority, given the changes to curves we are considering here: #94193 (a new edit mode implementation possibly)

Added subscriber: @dursunumit

Added subscriber: @dursunumit

hello, I am doing architectural designs in blender, and I have the same problem, please give priority to the solution.

hello, I am doing architectural designs in blender, and I have the same problem, please give priority to the solution.
Philipp Oeser removed the
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Reference: blender/blender#94884
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