![]() ![]() (I also hope this will solve issues while using the Scale Tool in Animation, when there's Rotation involved, which makes everything -at least visually in Blockbench- turn into a Rhombus shape! ) Which of course gets carried over to Position, as a change to X is a slight change to Y, and I have to jockey things back and forth to get it back to where I'd like. This is compounded by the fact that the Child's rotation sphere is aligned with the bone (inherited) which means adjusting the X is also slightly tweaking the Y, and I have to make multiple more adjustments as a result. ![]() However, the Grandparent group this bone is part of, is itself also rotated, which means I'm fighting multiple rotations and even if I was good at Math I wouldn't be able to easily calculate what rotation I need for the Child object in order to offset the change I made to the Parent. ![]() I have this bone which is attached to another as a subgroup, as I'd like them to, on the whole, rotate in unison. I'm left with no such alternative while Animating! (and I can't leverage my cheap multi-select trick, either)īeing able to switch to Global while Rotating or adjusting Position during Animating would save ssooo much time.īeing able to Lock/Freeze a Child Bone or Group so that the Parent can be adjusted, would also be quite a help, particularly while Animating, but not also during normal Editing.īeing able to apply Anchor Points between Bones or Groups, be them Parent/Child/Grandchild/etc or not, could allow for creation of Animations to be more dynamic, take less time, but overall make some animations flat out easier to make.Īll of these, despite being rather different in their function, I suspect would all come down to using the same internal mechanic Blockbench uses when making Pivot Point adjustments, where you use the XYZ Arrow "Gizmo"(?) to move it around but any Rotation and Position you've already set will automatically get adjusted to compensate or in a similar way, to how using Global will automatically make the Local adjustments needed. Nevertheless, as great as it is to now know I can just toggle "Global" instead of "Local" in the Editing phase. Hell, I just now figured out that Transform Space allows for me to move stuff towards 0 on that specific axis, whereas previously I'd been creating a temporary bone to multi-select and gain that function! lol I'm a total noob to Blockbench (and modeling, period), so I apologize if this is something already possible and I've just failed to find how to do so. ![]()
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