Rotate Tool Bad Centering

The Rotate tool in studio does not always keep the center of the selection in the center when rotating.
There is a distinct yellow indicator at the center of the selection that I am attempting to spin around.

I have created a repro model and attached it to this post, and have in the following spoiler a more in-depth look at problem.

This is a screenshot of the attached model.

External Media

The model on the left can be rotated freely and keep it’s center aligned with the axis.
The model in the center is for you to rotate and see the problem.
The model on the right is it after a 180 degree rotate at 45 degree intervals using the Studio rotate tool.

This next screenshot is to point out the exact problem and what is going on.

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After rotating the example model anything that isn’t an interval of 90 degree, you will see this. This screenshot is a single 45 degree rotation(, the largest possible rotation interval available in studio).
You can see that after making that single rotation, that the center is nolonger aligned with the grey stationary axis part. We can also notice that another bounding box is now made visible. This ligher and thinner bounding box is the worldspace bounding box. The yellow center indicator is at the center of this new bounding box. Because of the geometry of the model, we are able to see that the worldspace bounding box is using the parts in the selection, instead of using the bounding box of the selection.

Here are several different methods that would solve this problem and make building more simple:
[ol]
[li]Rotate the selection’s boundingbox instead of using the worldspace boundingbox.[/li]
[li]Allow for custom rotate and resize intervals in studio. Devs have been asking for this for years. This would just allow me to rotate the object by 180 degrees. (Would still have this problem if selection is at an odd rotation to begin with.)[/li]
[li]Have the worldspace boundingbox include the bounds of the selection’s boundingbox[/li]
[li]Set up a system that allows developers to define a pivot point to rotate around.[/li]
[/ol]

depending on their algorithm, that yellow point isn’t always the centre, consider if centre is gotten from local space, and the model is currently rotated 45*, then the side with the T on the end is actually sticking out more than the other side, shifting the centre closer to the T

Also, they might rotate based on mass, and not based on bounding box size centre

You can see it based on bounding and not mass. If it were based on mass, then the first 45 degree rotate would not be centered on the axis still.

You’re correct on the bug report, vitalwinter. Merely wiggling the model back+forth 45 degrees will inch-worm diagonally across the baseplate, lol.

You’re most likely already using this plugin, but here it is: http://www.roblox.com/qCmdUtl-Streamlined-building-item?id=142314093

It’s way better for rotating models than the default rotate tool. Lots more options for rotation too. Only down-side to qcmdutl is pressing ctrl+z often and very annoyingly undoes way too many history-steps at once, and when that happens, pressing ctrl+y to re-do will do nothing or be very glitchy (quenty pls fix)

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