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IceSphere;122844
Are there rules for groups..? some load spot-on, most are a few meters low.

Oh... and this is not about groups... just selecting a bunch of objects with all different (hmm... spelling..?) axises. Most of the time, the last object I select is what I rotate on... but now I'm a lot of "split the difference" 1/2 way.


Not sure if I can exactly answer this right for ya, but here goes...

Groups, when saved, remember their centerpoint as their 'zero' point. So to make sure that they load level on the ground you have to make sure that their 'pivot Y' value is at ground level when they're saved. When objects in the group are upside down, or above other objects for example it'll move the center point of your group upwards, causing it to be 'sunk' if loaded at ground level...

Now, for selecting, moving, and copying a bunch of objects at once it gets a little weird sometimes. Firstly, when moving multiple objects at once the rotation and movement are based off the axis of the last object selected, with the center of rotation located at the averaged point of all the objects origins.

When copying multiple selected objects along their length (ctrl + ins copy) the system will move them according to the length of the last object selected. Once you've copied them the first time the order of selection is actually reversed, making the first object that you originally selected into the last. So if you're copying a group of objects at 10m intervals using ctrl+ins make sure that both the first and last objects selected are 10m long.

And then there's the whole rotation system and it's bugginess... I'm still having trouble sorting out the exact behaviour of the rotation system when it comes down to it, mostly since I haven't taken the time to play with and observe all the possible combinations. Mostly though it seems to be a prudent idea to rotate objects first along their Y axis, then rotate them by any X and Z axis that they need. Otherwise the system seems to lose the Y rotation data and the piece will move along the world axis instead of it's own... Really rotation seems to be the most complicated aspect to understand all the details of what will work and what won't.

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