Pivot Editor: Full Release

Can you take a screenshot? (I want to see how it looks with the amount of horizontal space you have)

If you have a very narrow screen, the button will still be there, but collapsed a bit:

1 Like


Oh wait… I’m totally wrong. Didn’t realize or know that. Thanks.

Is there absolutely no way to disable this or automatically act like it used to? I have to manually pivot every single part I want to rotate, and it makes animating extremely painful, practically impossible for me based on how I used to do it. My workflow is significantly slower, and until I found this post, I spent a full hour looking for ways to fix the issue only to realize it was a forced opt-in feature with seemingly no way to change it.

1 Like

Could you explain the issue in more detail? Rotate should work exactly the same as it did before for individual parts unless you explicitly change the pivot to something other than the default.

3 Likes

Before, when I would go to rotate a part it would only alter that part’s angle - now it is adjusting their position as well relative to the altered rotation, like below:
gyazo link

Even when building a completely new rig, the issue persists, including when I try to animate the rig:
gyazo link 2

I am not sure whether or not this is intended, but I desperately need some kind of way to put it back to the way it was before.

Thank you for your time.

This does look like an issue for sure, but it’s actually unrelated to the Pivot Editor release. The engineers working on the Animation Clip Editor have recently ported it to use the same code as the core draggers, but you can see that issue persists even with the Pivot Editor beta feature (that this thread is about) turned off. I’ve pointed the appropriate people at it.

2 Likes

This is absolutely a mess for us. Please observe a screenshot of our map when selecting a folder containing objects:

We do not use models for each house and building because there are a lot of limitation to models in our workflow. So what we do is organize everything in folders. The issue arises when we select any folder, EVERY SINGLE PART has the dot!

This makes me feel incredibly frustrated to be honest. This really does need a toggle, many of us do not need this feature and we have been building for many years on Roblox without it. To have to deal with this mess now feels like a massive oversight on Roblox end.

Is a toggle really that hard to do? Why would anyone honestly need to visualize pivot points at all times? Pivot points are not likely going to be that central to every parts usage.

We don’t need to visualize constraints at all times do we? We only need to visualize constraints when we are working with them, so we have a toggle for them!

Please make a toggle for visualizing pivot points!

6 Likes

Working with models has became very annoying though. If I move the parts inside a model, then the pivot stays where it originally was making the pivot really far away from the actual parts inside the model. I hope this feature won’t be forced one day because currently I never put it to good use.

What kind of workflow are you using where you end up moving all of the parts in the model without moving the model itself?

1 Like

It’s usually in a small model where I need to move every part except for one, so it can be unaffected. Then I move the leftover part back with the rest of them.

Could you give a specific example?

Also, if you know what you want the pivot to “stay with”, then you can set the PrimaryPart to that, and the pivot will move along with it.

2 Likes

It’s hard for me to give an example, but that second paragraph helped, thanks!

Deleting parts from a model resulting in a change of the model’s bounding box (or resizing such parts) also seems to leave the pivot point outside of the model’s new bounds. I do this very commonly as I re-use geometry often. Automatically resetting the pivot in such cases if it wasn’t manually edited to be outside the bounding box shouldn’t break any workflows? Though I ask everyone here to dispute me on that.

From my experience, not having an option to toggle/hide the pivot indicator affects my workflow dramatically. I’m used to dragging, rotating, and sizing something with the indicators on the exterior edge of the model/part rather than having it right on the indicator, and having to use draggers in two different behaviors with no ability to switch between them drastically slows down my workflow. Therefore, I highly recommend that we should have an option (with a hotkey) to turn the pivot indicator on and off.

Here’s a comparison:

What I am used to (and comfortable with my workflow):

What I’m not used to but still find it helpful from time to time:

3 Likes

Even if we hid the pivot indicator, the handle would still show up around the pivot location rather than out at the edges.

Have you tried to use Handle Summoning (hold Tab) as part of your workflow? It’s intended to cover the use cases where using the handles around the pivot is less convenient than using those at the edges.

I have and it was just not convenient enough in my opinion. From a designer view, I would rather be able to toggle between the two modes with a shortcut and/or a simple checkbox. An example I would use would be how you are able to switch the Lua dragger axis from global to local with Ctrl + L, and how I can switch between different dragger tools.

I do want to say that it is an convenient option for some people, but for me as an architectural designer that barely works with pivot points but still do from time to time, it’s just way too inconvenient.

This is amazing. I can’t stop thinking about how amazing this tool is. THANK YOU SO MUCH. This has boost my productivity 2x

I agree this is a horrible update, I’m pretty sure that this has also broken the auto-positioning of accessories, official and custom. I’ve never had this issue until this full release.

1 Like

I think there should be an option to turn it off. I don’t ever use this and it interferes with my building.

7 Likes

Can you elaborate? Not sure what you’re referring to.