

The same is true in 2d tools, by the way.

You won't generally notice it if all you've done is translation, but it can ruin your day if you scaled before you realized you wanted a different pivot. So if you move the pivot, those transformations are recalculated based on its new position. To perform a local rotation, it's easier to move the object to world center, rotate, then move it back.Īll of the transformations internal to a tool are relative to the location of the pivot. In fact, most 3d software does the same thing it's just hidden from the end user. I want to be able to place a pivot point at any point on the ruler, or anywhere else in my scene (without the object moving while i place it), and then be able to rotate my object around that pivot in any direction, on any axis.īut this simply doesn't seem to be possible.įusion's a bit low-level in terms of its 3d system. Imagine i sit down in front of a Fusion comp that has a simple, flat ruler placed randomly at an angle, floating in 3D space. Let me put it another way: to my mind, this is how it should work: And again, moving the pivot will move the object, so if you're trying to finely rotate and orientate stuff, it's useless. And even worse, a transform seems to automatically set it's pivot to the centre of your 3D space, not the centre of the object you've attached it to. So i thought, maybe a Transform3D is the way to go, but this exhibits the same strange behaviour. if i now move the pivot point on, say the X axis, my plane will move by an equal amount in the opposite direction! Huh?! But if i reshape the plane in any way, then things get weird. If i do nothing to it's shape, then i can move the pivot point anywhere i want.

I can't get my head around the pivot point of an object.įor example, imagine i create a 3D plane. I'm making progress but the thing that's really holding me back is my inability to place and maneuver things as i want in 3D space.
