[Bf-committers] Cursor to center of mass

Juan Pablo Bouza jpbouza at hotmail.com
Tue Nov 20 00:25:35 CET 2012


Thanks for looking into this guys! You're the best :D



> Date: Mon, 19 Nov 2012 17:12:00 -0600
> From: jason.a.wilkins at gmail.com
> To: bf-committers at blender.org
> Subject: Re: [Bf-committers] Cursor to center of mass
> 
> Brecht, I figured that was what it did after testing it some, but
> since subdividing a face caused the center to move slightly I had my
> doubts.  If it was vertexes I expected a really large move (since
> there were 100 times as many vertexes in my subdivided face than the
> rest of the model), but using faces or tets it should not move at all.
>  Did I find a bug?
> 
> On Mon, Nov 19, 2012 at 5:05 PM, "Martin Bürbaum"
> <martin.buerbaum at gmx.at> wrote:
> > Just FYI - I did something similar ("Snap Cursor to Centroid") as a script a while back.
> >
> > http://projects.blender.org/tracker/index.php?func=detail&aid=30299&group_id=153&atid=467
> >
> > Cheers,
> > Martin
> >
> > -------- Original-Nachricht --------
> >> Datum: Mon, 19 Nov 2012 19:00:23 -0300
> >> Von: Juan Pablo Bouza <jpbouza at hotmail.com>
> >> An: bf-committers at blender.org
> >> Betreff: [Bf-committers] Cursor to center of mass
> >
> >>
> >> Hi! The addition of the "center of mass" option for object origins is
> >> really cool!
> >>
> >> Now, there are many times in rigging when you need the center of the
> >> object to be at 0 0 0, specially for exporting meshes. So, in these
> >> cases, the "origin to center of mass" option would not be used.
> >> Nevertheless, the center of mass options would be really usefull for
> >> placing objects such as bones...
> >>
> >> So, I propose to add the center of mass option also in the Cursor
> >> snapping menu (shif+S). That would be "cursor to center of mass".
> >>
> >> Cheers!
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