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.buerb...@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 <jpbo...@hotmail.com>
>> An: bf-committers@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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