I’m basically looking for a way to rotate an object relative to a fixed point using a plugin or without one.
I’ve tried using F3X as well as doing it by hand(recommended by a member of the discord: duplicate sphere, rotate it to your liking, change shape to cylinder) with no luck as I always ended up with clipping.
I get the same clipping results with this method, though, a lot lighter. If I do rotate even by .1* after this, the bottom part will clip. Thank you for the suggestion, though.
Because of the differences between the number of actual faces on the cross-section of the cylinder versus the sphere it’s impossible to create a seamless transition between the two meshes unless the angles at which they connect are multiples of 45 degrees (maybe even 15 degrees, but haven’t tested; either way it surely won’t be seamless with rotations smaller than 10 degrees).
The way the faces on the sphere are organized are uneven on most sides of the sphere so there will always be some sort of tear when trying to connect spheres and cylinders.
The only solution would be to use an imported mesh or rotate only connecting cylinders (though this won’t provide the smooth roundness that you probably want)
To either fix the problem, you have to either make the parts neon. Having the clipping be near unnoticeable. Or have the parts be transparent. This has existed forever. Though I do not believe this will be a problem in games for players do not tend to examine parts extensively.