It is possible! You use the PivotOffset CFrame property.
Ah, I didn’t see this since the explorer uses PivotOffsetPosition and PivotOffsetOrientation which are not scriptable.
Yeah, it’s not perfect, but it’s a somewhat temporary situation. Eventually we’ll likely make the Properties pane support CFrame properties directly, in which case the PivotOffsetPosition/Orientation properties will go away and you’ll just see the position and orientation sub-entries under a visible PivotOffset property similar to how you see X, Y, and Z under Vector3 properties.
This has annoyed me for years, since the CFrameValue doesn’t seem to have one of these ‘temporary solutions’ causing them to become a scriptable-only instance (no way to edit the value in the explorer). However, I am glad that pivot point offsets got a temporary solution rather than just becoming scriptable-only.
If moving the pivot out of bounds using move tool, it will not snap. Is this intended?
It will snap to grid once outside of the bounds of the part if you have a grid snap increment set and enabled. What were you expecting it to do in this case?
They were most likely expecting for the pivot to snap to the side of the part when using the move tool. Like collisions, however it keeps the pivot from going off of the part rather than colliding with the part.
This is soooo good! TYSM! Helps in modeling like hell. Now the thing that we need is vertice selection/moving, for example you can select a vertice of a part and move it around (like in blender!). That will help in making complex shapes as it’ll reduce the amount of parts needed (to make a sticking out corner right now, if you understand what I mean, add a part and slap a CornerWedgePart into it, scale it and position it until you get the thing) and open a new world for studio modelers. These updates will soon end the need of external software! Great job!
Amazing!
its time for me to make a Pivot Editor plugin for guis
Not sure if this is a bug but you can’t summon handles if your cursor is in the void.
I used this feature since when it got added in beta and it’s one of the best tools for studio builders and modelers.
For me this is and extremely helpful in for example, posing dummys but it has much more function.
Great functionality!
Wow! I like these new features. That feature would help developers.
Once I get back from my vacation, I will be definitely testing this out. Great feature.
Huzzah! Strange model hitboxes are no-more.
Although this is a very cool update, I think there should be a way to turn it off. Here are a 2 reasons why this should be a choice.
- While selecting a bunch of items in the studio, it can be very laggy due to the tiny circles.
- It’s just kind of annoying to have to see circles on different parts.
Very usefull feature! Been waiting for it to go live
Though i do have to redo parts of a script i just spent a few days working on… Oh well
Thanks so much for that! That will be very useful
This change alone makes pivots superior to PrimaryParts. The lack of offset preservation always made SetPrimaryPartCFrame() absolutely unusable whenever you had to move a model many times. Will love to use this instead.
What exactly are you doing to trigger this? You should normally only see a single pivot indicator for the single object you have selected, with the indicators being hidden while you have a multi-selection.
The only edge case where you can see multiple indicators is when you have a Folder with multiple parts / models under it selected.
I love this new update! The updated API will make my code more readable and accessible to the beginner scripters as well as make code more efficient.
Just a few question: is there a way to move the pivot of imported meshes in Roblox or access the pivot CFrame through a Roblox API property or function? Will this functionallity be available in the future if it does not exist currently?