If you want to just quickly rotate or scale around an arbitrary point (does not even have to be a vertex). Then this is the tool for you. It also is a super fast pivot editor.
Hint: hold shift to scale two axis at once ![]()
If you want to just quickly rotate or scale around an arbitrary point (does not even have to be a vertex). Then this is the tool for you. It also is a super fast pivot editor.
Hint: hold shift to scale two axis at once ![]()
Update: I have released a major update to the tool.
It now also contains a Pivot Editor and some other improvements.
Features:
My thanks to those who have already purchased the upgrade ($5) <3.
Just purchased power pivot but not sure it meets my needs. I need to set pivots on small objects (a few inches big). The accuracy on dragging the pivot is very poor at small sizes. I am not in snapping mode at all. Am I missing something or is this an inherent limitation?
To replicate. New Scene, add Cube, scale to 0.1, press U, then press change cursor pos. Now try to drag the cursor and for an exact arbitrary pivot inside the cube. Doesn’t seem possible.
UPDATE: changed this to smaller value in move cursor and now working properly.
if (Vector3.SqrMagnitude(newCursorPosition - cursorPosition) > 0.0001f)
That was an oversight by me. Out of habbit (performance) I used SqrMagnitude() when actually Magniture() should have been used there.
This will be the new code:
if (Vector3.Magnitude(newCursorPosition - cursorPosition) > 0.0001f)
Update is submitted and will be released soon.
Thank you @dpizzle
Appreciate the quick turn around with the fix! Great product.
Hi. I appreciate what this tool does so far, glad to have it.
So there’s buttons to set LC RC BC, etc.. which are specific to local space of the object(as far as I tested).
..but there’s no way to snap to the 27 Min Max points of a Bounding Volume. ..or am I missing something ? - Also, if you’re up to it, snapping to other transforms would be nice to have.
Is this something you could add for us ?
Thx
Hi,
the quick snap buttons are context based so if your handle mode is local then they use the local space BB. If it is world space then they transform the local bounds to a world space BB and use that:
As for the bounding volume I am not sure I understand. Could you please elaborate what the use-case is? In general I try to keep the tool simple and not overload it with too many buttons. The quick snap buttons have already been a compromise as people kept asking for it.
Snapping to other transforms is an interesintg one. Do you mean snapping to the pivot position of other transforms? So if the current position of the mouse is closer to the center point of a mesh of an object then it should use the transforms pivot position. Is that what you need?
It gets tricky fast because what transform should we use (prefab root, if it’s a prefab, the one where the mesh renderer is on, the actual center of the hit mesh, …). Again, I would be interested to hear what your use-case is.
Thank you ![]()