I’m interested how you run into this a lot. When you’re lining up the edges of objects, aren’t you normally freeform dragging or resizing the object as opposed to axis moving it?
No, I only ever freeform drag objects to roughly place them somewhere or to have its position relative to another part and I always use the dragger to finish moving the object. In complex builds with a lot of angles and imperfect / inconsistent object sizes, the precision of the dragger is pretty much always superior to fumbling around with freeform dragging, in my experience.
A good example as to why the dragger is better than freeform dragging when it comes to lining up edges is when you’re trying to line up multiple edges at once. Freeform dragging resets where you last dragged as soon as you start dragging it again.
Is :PivotTo immune to matrix creep?
I wish
We want to do a future project where we make PivotTo
automagically keep local positions if possible, but that will also apply to the other movement APIs if we pull it off, so even then PivotTo
wouldn’t be unique in that regard. PivotTo
is more of an incremental improvement to SetPrimaryPartCFrame
than a paradigm shift.
Though PivotTo
will use the BulkMoveTo
infrastructure internally (it doesn’t yet), so you won’t need to use BulkMoveTo for maximum perf anymore if you’re not in a scenario where floating point drift would be a problem.
Since this update released, my shortcuts for moving/scaling/rotating don’t work anymore.
(Ctrl+1/2/3/4)
Could this be related?
No, probably not related, post a separate bug report.
I can’t since I’m not a regular.
I will try reinstalling studio.
EDIT: Reinstalling fixed the issue. Thanks for the quick reply.
I noticed the pivot point properties are appearing under the Terrain class.
They should probably be hidden since the Terrain class won’t be using pivot functionality.
Will there be a way to disable this feature once it leaves beta? I am personally not very fond of it; it really gets in the way sometimes
These changes really were a massive help immediately the first time I started using them. It’s way easier to get things rotated the way I want, and the Model properties for moving the whole model are a lifesaver, they let me do some things yesterday that I wouldn’t have been able to do without programming.
However, there are indeed some cases where they get in the way with respect to moving the transform handles to the pivot instead of having them clamp around the bounding box of the edited selection. It’s sometimes too hard to grab the handle and finely move the selection since it’s now often offscreen. I wonder if it might be better to provide a bool toggle in the ribbonbar alongside the tools to switch between editing from the pivot and the selection, or else some faster way to edit the pivot so the handles are onscreen (e.g. hold a hotkey to edit pivot only, and freeform dragging of pivot to the closest hotspot).
I do this exact same thing:
I wish you could be able to change the pivot point for multiple selected parts.
we should be able to enable/disable pivot points when this fully releases because there are few problems which make building harder when rotating more than 2 parts
multiple parts with pivots enabled
multiple parts with pivots disabled
i was only able to revert the change by unchecking pivot points from beta features.
while this update is helpful for many developers, it would be better if it could be turned off/on, because now it will be harder to rotate/move 2 or more parts since all parts will use the last selected part’s pivot for rotation and movement.
We’ve heard the feedback on this and are going to be changing it to rotate around the bounding box center when you have a multi-selection.
please learn from f3x make it a button press then a snap to with a sphere showing where your snapping to instead of a constant overbearing amount of spheres
i agree with this a lot! i’m also disabling this beta because overall it feels really awkward for me when in most cases, i don’t need it. i don’t want to constantly edit EVERY pivot just to rotate or move something along its edges.
Hi, thanks for the feedback! And could you please provide more details about why you want to use global movement and rotation when editing Pivots? Is there any example you could share?
The use case that I had in mind for global pivot editing involves creating circles. It seems natural to build circles by placing the pivot at the center of the circle and rotating around it.
However, if I wanted to build this circle with the parts tilted, it is difficult without trigonometry or code to place the pivot at the desired center of the circle. Here is me just guessing at it to illustrate the point.
This leads to needing a temporary part to act as the pivot, which is a clunkier work flow for something that pivots seem precisely designed for.
If this issue were addressed, I would be able to build precise circles without resorting to a less convenient technique.
Thanks for the detailed reply.
You can already accomplish this by turning pivot snapping off and freeform dragging the pivot onto the baseplate to get it oriented the way you want. Dragging it in that way doesn’t let you move it precisely (though grid snap will apply, so it may be precise enough), but if you need precise movement then axis moving it probably won’t get it exactly where you need it to be either.
Also, did you have some particular behavior in mind for it when in world space mode? Because I don’t think it simply respecting world space mode is enough to solve the problem in the way you want: The pivot will still be rotated out of the plane you want it in to begin with, and unless the angle it’s rotated to is a precise angle, even world space rotation won’t be able to get it back in the plane of rotation you want.
When will this feature be released? Any estimated release date?
Likely a couple months still before we do a rollout of the studio features, though the scripting API may be turned on fairly soon (so that you can start using PivotTo / GetPivot in live games).
We’re currently experimenting with ways to address the feedback we’ve gotten so far, so we’ll have to complete those changes and get another round of feedback after we release them.