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[FR] "Copy Transformation" button #410

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vred1 opened this issue May 4, 2025 · 3 comments
Open

[FR] "Copy Transformation" button #410

vred1 opened this issue May 4, 2025 · 3 comments
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@vred1
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vred1 commented May 4, 2025

Is your feature request related to a problem? Please describe.
I'm always frustrated when I have to rotate an item/text display and I need to figure out by trial and error how to get the correct rotation

Describe the solution you'd like
When you right click any part of a model (including bones), there's a new button that says "Copy Transformation" or "Export Transformation". Basically if you press it, it will export the current transformation of the said "cube" with the base item/text as reference

Describe alternatives you've considered
I've considered block display studio, but blockbench is much easier to work with.

Additional context
idk

@SnaveSutit
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SnaveSutit commented May 4, 2025

I'm not sure how exactly trial and error is required, as you can duplicate existing outliner elements with CTRL + D, and rotating elements is pretty easy, and can be configured to snap to any step-size you want in the Blockbench settings.

Double check that your rotation mode is set to local if your rotation is snapping weirdly. There is a Blockbench bug that I cannot fix involving the global, and parent transform spaces.

Can you provide more information as to what the root cause of the issue is?

@vred1
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vred1 commented May 5, 2025

The trial and error was required for rotating the display entity outside the animated java workplace. I made this quest, so I wouldn't have to export each time in order to copy the transformation tag of the display entity .

@SnaveSutit
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SnaveSutit commented May 5, 2025

Ah, so you're using AJ to make things outside of AJ.

Why not just use an AJ Blueprint? When a model has no animations it exports in static mode, meaning it doesn't tick, it has no animation tech, it essentially has the same performance impact as a BDE export, and it has a bunch of helper functions for creating, updating, and adjusting the rig in-game.

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