Allow to reset the orientation of a part to 0,0,0 and keep the object at its current rotation

As a Roblox developer, it is currently IMPOSSIBLE to reset an object’s orientation.

My script is based on the current object orientation.
For example, Orientation.Y = 0 is pointing to the “east”, Orientation.Y = -90 is pointing to “south”, and so on…

Sometimes I have a huge work drawing an object and then realize that the orientation was wrong. Then, I have to change the orientation in Blender, export again, import again in Studio, etc…

And, if the object was created inside Studio, I can’t do anything!

(Blender has an “Apply” option for this).

If Roblox is able to address this issue, it would improve my development experience because this will reduce a lot of work in other applications, unnecessary exports, and imports (and solve an impossible problem if the object was created inside Studio).

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We really need a fix for this, I’m having to specifically note “if the object being rotated happens to be THIS PARTICULAR one, swap these co-ords around” when rotating… it’s ludicrous. We need, in Roblox Studio, a way of resetting all a model’s orientations and pivots so they’re all 0,0,0 natural.

Okay, a quick fix for this situation is to make an invisible ‘hitbox’, and size it around the model, and use it as the PrimaryPart, but, keep it at orientation 0,0,0. Then, you just rotate it by PrimaryPart, and it no longer matters what the orientation is of all the model parts.

It won’t suit all situations - you still might want to individual manipulate model parts independently.

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I think this is satisfied by Pivot Points, you can set WorldPivot/PivotOffset to be a rotated CFrame, then PivotTo (including the Studio Tools) will be offset by that rotation.

I thought so too, and actually tried to get Pivot Point setting to work for the model and its Primary Part to fix orientation issues. However, I was already using the pivot point (4 studs in front of the model, so when rotating it goes to 4 ‘sides’ of a 8x8 stud square. Worked really well.

But trying to combine an orientation-correct with the Pivot-Point point just took me hours of headbanging, and I just couldn’t get the correct combination of mystical numbers to work so that I could rotate it in code and get the same correction to work for /all /models (of various orientations). So eventually… my solution (invisible box) is a good simple way to do it, and, (in my case) also privides me with a simple and standardized box-shaped cover for each model, so I can place it against walls and on the floor by examining the dimensions of the cover-box.