Import to roblox via 3d Importer with default settings
Expected behavior
I expect for a rotated / translated pivot to apply scale off that pivot as well.
*Edit and for the size of the MeshPart, x, y, z should be applied in the directions of the rotated pivot
For individual parts the scale handles are always oriented along the local axes of the part because those are the only axis the part can be scaled non-uniformly along.
Is there a particular workflow this is disrupting?
My problem was I was making a scene and rotating parts within the scene without applying the rotation as part of the default transform for the part.
I wanted the part when imported to retain its axes in the form they were prior to setting the scene and scale along that set of axes.
E.g. place 10 cannons on a ship, all cannons should be uniform and scale the same way even if some are rotated in different directions.
I was a little confused by this because the rotation / translation with the pivots were applied perfectly and the scale was applied completely wrong.
If you want a solution you can group the object into a model and set the pivot of the model to whatever direction you want the scale to be in. Then you’ll be limited to uniform scale but that’s always the case when scaling along an axis that’s not one of the primary axis of the part.
The scale handles being part-aligned only applies to single parts, not models.
I’ll mark this as a solution because I think it’s close enough for what I had been trying to do.
I think in general though what I had an issue with was I was rotating/positioning objects in blender to make a scene without applying the transform to the base objects themselves and then when I went to import it, it applied the rotation to the BasePart.
After looking at the problem more, this would probably be better as a feature request for a setting in Import 3D.