Ctrl+A, applies size and rotation..but what about translation?
I think it would be nice if, when you press ctrl+a a small drop down menu appears with the options: All, Rotation, Scale, Translate. That way you could choose what you want to set.
The reason I brought this up is because I have an exporter for my game format, and when it exports it will export the object in it's default object position. So if I move the obj in obj mode, and then press alt+g, s, or r, the obj will move back to it's default spot, and THAT is where the exporter exports the object from.
To work around this I have to only move the vertices in edit mode, so it's not a big deal..however I really don't understand why translate was not added to ctrl+a in the first place.
wouldn't that just move the object center to the origin of the coordinate system?
you could already do the application of the translation and stuff using python [by applying the deformation matrix to the locations of the verticies, which is easier than it sounds]
Because the function is called Apply Size/Rot, not Apply Size/Rot/Loc. Moreover, applying loc is trivial, just put the cursor at the origin and use the Center Cursor function.
Martin
Life is what happens to you when you're busy making other plans.
- John Lennon
yes of course it's simple to do, but if you read my above post...well basically something in blender makes a default translation/scale/rotation value. And if you ever need to change that value, the only way I have figured out to do it is to fake it by moving the vertices away from the point of origin of the object.
this is a terrible idea
the last thing I want when I press ctrl-A is for the origin to move. Please don't do it! or if you do make a way to turn it off- It'll seriously encumber workflow.
Then why would you want scale & rotation to move? Perhaps I miss the whole point of when ctrl+a is really used. I was just looking at it from my perspective.
So when and why do you actually use it?
when you work on your mesh in editmode and objectmode wtih scale and rotation, at the end you have an object with silly value in the N panel.
to continue work efficiently, you may need to initialize these values. so ctrl+A.
sometimes having a 'residual' unwanted transformation on the object (scale rot) makes undesireable effects, when animating for instance. So you apply these values, since they represent the 'base' object and not a transient transform. However, one does not usually in this case want to move the center of the object relative to its geometry, which "applying transformation" would entail- moving the center to the coordinate center. It might from a mathematical purist perspective make sense, but it makes no sense in terms of workflow.