Shortcut for setting origin to vertex

The name of the pictureThe name of the pictureThe name of the pictureClash Royale CLAN TAG#URR8PPP





.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








5












$begingroup$


I find myself doing the following quite often:



  1. go into edit mode

  2. select a single vertex

  3. press Space to enter the search menu

  4. type cur


  5. select Set cursor to active



    Set cursor to active



  6. leave edit mode

  7. press Shift+Ctrl+Alt+C to get the set origin choices


  8. Choose Set origin to 3D cursor



    Set origin to 3D cursor



This seems like a very tedious process to me. I'm sure there's a shorter version of setting the origin to a vertex. Please tell me how to make this process more efficient.



I am open to installing an Addon if necessary.










share|improve this question











$endgroup$







  • 2




    $begingroup$
    OK, but I hope somebody will give a more complete answer, because i do this steps quite often too and a way to automate it would be handy.
    $endgroup$
    – thibsert
    Mar 16 at 12:29










  • $begingroup$
    I don't think there is any built-in way as of 2.79. There were talks it will be In 2.8. With addons it can be made faster, like with Dynamic Context menu (built-in one), see blender.stackexchange.com/a/71319/1245. There are also some 3-rd party addons as well though their workable state is to be checked
    $endgroup$
    – Mr Zak
    Mar 16 at 12:55






  • 1




    $begingroup$
    Related: blender.meta.stackexchange.com/questions/2387/…
    $endgroup$
    – batFINGER
    Mar 16 at 17:43










  • $begingroup$
    lol, don't be sorry.. I love that question (and especially the deleted answer) it appeals to my warped SOH. Post it whenever I'm given the opportunity.
    $endgroup$
    – batFINGER
    Mar 16 at 19:08

















5












$begingroup$


I find myself doing the following quite often:



  1. go into edit mode

  2. select a single vertex

  3. press Space to enter the search menu

  4. type cur


  5. select Set cursor to active



    Set cursor to active



  6. leave edit mode

  7. press Shift+Ctrl+Alt+C to get the set origin choices


  8. Choose Set origin to 3D cursor



    Set origin to 3D cursor



This seems like a very tedious process to me. I'm sure there's a shorter version of setting the origin to a vertex. Please tell me how to make this process more efficient.



I am open to installing an Addon if necessary.










share|improve this question











$endgroup$







  • 2




    $begingroup$
    OK, but I hope somebody will give a more complete answer, because i do this steps quite often too and a way to automate it would be handy.
    $endgroup$
    – thibsert
    Mar 16 at 12:29










  • $begingroup$
    I don't think there is any built-in way as of 2.79. There were talks it will be In 2.8. With addons it can be made faster, like with Dynamic Context menu (built-in one), see blender.stackexchange.com/a/71319/1245. There are also some 3-rd party addons as well though their workable state is to be checked
    $endgroup$
    – Mr Zak
    Mar 16 at 12:55






  • 1




    $begingroup$
    Related: blender.meta.stackexchange.com/questions/2387/…
    $endgroup$
    – batFINGER
    Mar 16 at 17:43










  • $begingroup$
    lol, don't be sorry.. I love that question (and especially the deleted answer) it appeals to my warped SOH. Post it whenever I'm given the opportunity.
    $endgroup$
    – batFINGER
    Mar 16 at 19:08













5












5








5


1



$begingroup$


I find myself doing the following quite often:



  1. go into edit mode

  2. select a single vertex

  3. press Space to enter the search menu

  4. type cur


  5. select Set cursor to active



    Set cursor to active



  6. leave edit mode

  7. press Shift+Ctrl+Alt+C to get the set origin choices


  8. Choose Set origin to 3D cursor



    Set origin to 3D cursor



This seems like a very tedious process to me. I'm sure there's a shorter version of setting the origin to a vertex. Please tell me how to make this process more efficient.



I am open to installing an Addon if necessary.










share|improve this question











$endgroup$




I find myself doing the following quite often:



  1. go into edit mode

  2. select a single vertex

  3. press Space to enter the search menu

  4. type cur


  5. select Set cursor to active



    Set cursor to active



  6. leave edit mode

  7. press Shift+Ctrl+Alt+C to get the set origin choices


  8. Choose Set origin to 3D cursor



    Set origin to 3D cursor



This seems like a very tedious process to me. I'm sure there's a shorter version of setting the origin to a vertex. Please tell me how to make this process more efficient.



I am open to installing an Addon if necessary.







shortcut 3d-cursor origin






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Mar 16 at 18:48







Thomas Weller

















asked Mar 16 at 11:56









Thomas WellerThomas Weller

661617




661617







  • 2




    $begingroup$
    OK, but I hope somebody will give a more complete answer, because i do this steps quite often too and a way to automate it would be handy.
    $endgroup$
    – thibsert
    Mar 16 at 12:29










  • $begingroup$
    I don't think there is any built-in way as of 2.79. There were talks it will be In 2.8. With addons it can be made faster, like with Dynamic Context menu (built-in one), see blender.stackexchange.com/a/71319/1245. There are also some 3-rd party addons as well though their workable state is to be checked
    $endgroup$
    – Mr Zak
    Mar 16 at 12:55






  • 1




    $begingroup$
    Related: blender.meta.stackexchange.com/questions/2387/…
    $endgroup$
    – batFINGER
    Mar 16 at 17:43










  • $begingroup$
    lol, don't be sorry.. I love that question (and especially the deleted answer) it appeals to my warped SOH. Post it whenever I'm given the opportunity.
    $endgroup$
    – batFINGER
    Mar 16 at 19:08












  • 2




    $begingroup$
    OK, but I hope somebody will give a more complete answer, because i do this steps quite often too and a way to automate it would be handy.
    $endgroup$
    – thibsert
    Mar 16 at 12:29










  • $begingroup$
    I don't think there is any built-in way as of 2.79. There were talks it will be In 2.8. With addons it can be made faster, like with Dynamic Context menu (built-in one), see blender.stackexchange.com/a/71319/1245. There are also some 3-rd party addons as well though their workable state is to be checked
    $endgroup$
    – Mr Zak
    Mar 16 at 12:55






  • 1




    $begingroup$
    Related: blender.meta.stackexchange.com/questions/2387/…
    $endgroup$
    – batFINGER
    Mar 16 at 17:43










  • $begingroup$
    lol, don't be sorry.. I love that question (and especially the deleted answer) it appeals to my warped SOH. Post it whenever I'm given the opportunity.
    $endgroup$
    – batFINGER
    Mar 16 at 19:08







2




2




$begingroup$
OK, but I hope somebody will give a more complete answer, because i do this steps quite often too and a way to automate it would be handy.
$endgroup$
– thibsert
Mar 16 at 12:29




$begingroup$
OK, but I hope somebody will give a more complete answer, because i do this steps quite often too and a way to automate it would be handy.
$endgroup$
– thibsert
Mar 16 at 12:29












$begingroup$
I don't think there is any built-in way as of 2.79. There were talks it will be In 2.8. With addons it can be made faster, like with Dynamic Context menu (built-in one), see blender.stackexchange.com/a/71319/1245. There are also some 3-rd party addons as well though their workable state is to be checked
$endgroup$
– Mr Zak
Mar 16 at 12:55




$begingroup$
I don't think there is any built-in way as of 2.79. There were talks it will be In 2.8. With addons it can be made faster, like with Dynamic Context menu (built-in one), see blender.stackexchange.com/a/71319/1245. There are also some 3-rd party addons as well though their workable state is to be checked
$endgroup$
– Mr Zak
Mar 16 at 12:55




1




1




$begingroup$
Related: blender.meta.stackexchange.com/questions/2387/…
$endgroup$
– batFINGER
Mar 16 at 17:43




$begingroup$
Related: blender.meta.stackexchange.com/questions/2387/…
$endgroup$
– batFINGER
Mar 16 at 17:43












$begingroup$
lol, don't be sorry.. I love that question (and especially the deleted answer) it appeals to my warped SOH. Post it whenever I'm given the opportunity.
$endgroup$
– batFINGER
Mar 16 at 19:08




$begingroup$
lol, don't be sorry.. I love that question (and especially the deleted answer) it appeals to my warped SOH. Post it whenever I'm given the opportunity.
$endgroup$
– batFINGER
Mar 16 at 19:08










2 Answers
2






active

oldest

votes


















7












$begingroup$

Steps 3/4/5 can be replaced by Shift+S (for Snapping) / O.



Step 8 can be replaced by T. In general, you can look for underlined letters in such menus.



I also wrote an add-on to automate the process: OriginToSelection.py.



Install the add-on via User Preferences / Add-ons / Install from file, don't forget to activate it (check the box before its name). Press Spacebar and search Origin, then select Origin To Selection.



Be careful, I'm new to publishing add-ons and I'm pretty sure it can cause crashes. Save your work before using!






share|improve this answer











$endgroup$












  • $begingroup$
    The plugin is cool. Works fine so far.
    $endgroup$
    – Thomas Weller
    Mar 16 at 13:30










  • $begingroup$
    It works but is insecure (ie, it drops an error if used in Object mode), and i can't guarantee it won't crash Blender. Using Dynamic Context as suggested by Mr Zak seems way better (and it's build-in).
    $endgroup$
    – thibsert
    Mar 16 at 13:39










  • $begingroup$
    I wonder why the bother with the context overriding in your addon. Consider having it poll only when in 3d view and edit mode. As it is it will fail silently when run when no 3d views in screen.
    $endgroup$
    – batFINGER
    Mar 16 at 15:29










  • $begingroup$
    I still don't understand that context thing really well. Before packing it as an addon I was running it trough the script window, so the overriding was necessary (I think?). You say it's safe to remove it ? Edit : it works well without it, thank you!
    $endgroup$
    – thibsert
    Mar 16 at 15:35











  • $begingroup$
    Can override going the other way when testing in the text editor, ie if __name__ == "__main__": bpy.ops.my_new.operator(ctx, 'INVOKE_DEFAULT')
    $endgroup$
    – batFINGER
    Mar 16 at 19:32


















3












$begingroup$

Little bmesh helper script.



The process to move the origin involves making the new point the origin by subtracting it from all other verts, then translating the matrix world of the object such that the global location stays the same



Run in edit mode. Moves origin to selected geo.



import bpy
import bmesh
from mathutils import Vector
context = bpy.context

ob = context.edit_object
mw = ob.matrix_world
me = ob.data
bm = bmesh.from_edit_mesh(me)

selverts = [v.co for v in bm.verts if v.select]
if len(selverts):
pt = sum(selverts, Vector()) / len(selverts)
#T = Matrix.Translation(-pt)
bmesh.ops.translate(bm, vec=-pt, verts=bm.verts)
mw.translation = mw @ pt # replace @ with * for 2.7x
bmesh.update_edit_mesh(me)


As an addon for 2.80



enter image description here






share|improve this answer











$endgroup$












  • $begingroup$
    does it work for blender 2.78a,2.79?
    $endgroup$
    – Michael Ben David
    Mar 16 at 19:13






  • 1




    $begingroup$
    Without testing (library upgrades for 2.80 have bombed my 2.79 build, too lazy to fix atm) Pretty sure the required changes to make it work for 2.7x is replacing any @ with * and change the version accordingly in bl_info
    $endgroup$
    – batFINGER
    Mar 16 at 19:16











  • $begingroup$
    well anyways the other addon works for me too
    $endgroup$
    – Michael Ben David
    Mar 16 at 19:19






  • 1




    $begingroup$
    Yes this one is by no means better, simply more "mesh-centric". The other addon in theory will also work for other types like curve and armature too. Script wise wanted to show how to do this without toggling edit mode, which can mean death to an edit bmesh.
    $endgroup$
    – batFINGER
    Mar 16 at 19:24







  • 1




    $begingroup$
    This one also works better with the Undo logic of Blender. As the Undo history is independent in Edit and Object mode, the other addon leads to a hard to predict behavior when using Undo.
    $endgroup$
    – thibsert
    Mar 16 at 23:02











Your Answer








StackExchange.ready(function()
var channelOptions =
tags: "".split(" "),
id: "502"
;
initTagRenderer("".split(" "), "".split(" "), channelOptions);

StackExchange.using("externalEditor", function()
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled)
StackExchange.using("snippets", function()
createEditor();
);

else
createEditor();

);

function createEditor()
StackExchange.prepareEditor(
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: false,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: null,
bindNavPrevention: true,
postfix: "",
imageUploader:
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
,
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
);



);













draft saved

draft discarded


















StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fblender.stackexchange.com%2fquestions%2f134440%2fshortcut-for-setting-origin-to-vertex%23new-answer', 'question_page');

);

Post as a guest















Required, but never shown

























2 Answers
2






active

oldest

votes








2 Answers
2






active

oldest

votes









active

oldest

votes






active

oldest

votes









7












$begingroup$

Steps 3/4/5 can be replaced by Shift+S (for Snapping) / O.



Step 8 can be replaced by T. In general, you can look for underlined letters in such menus.



I also wrote an add-on to automate the process: OriginToSelection.py.



Install the add-on via User Preferences / Add-ons / Install from file, don't forget to activate it (check the box before its name). Press Spacebar and search Origin, then select Origin To Selection.



Be careful, I'm new to publishing add-ons and I'm pretty sure it can cause crashes. Save your work before using!






share|improve this answer











$endgroup$












  • $begingroup$
    The plugin is cool. Works fine so far.
    $endgroup$
    – Thomas Weller
    Mar 16 at 13:30










  • $begingroup$
    It works but is insecure (ie, it drops an error if used in Object mode), and i can't guarantee it won't crash Blender. Using Dynamic Context as suggested by Mr Zak seems way better (and it's build-in).
    $endgroup$
    – thibsert
    Mar 16 at 13:39










  • $begingroup$
    I wonder why the bother with the context overriding in your addon. Consider having it poll only when in 3d view and edit mode. As it is it will fail silently when run when no 3d views in screen.
    $endgroup$
    – batFINGER
    Mar 16 at 15:29










  • $begingroup$
    I still don't understand that context thing really well. Before packing it as an addon I was running it trough the script window, so the overriding was necessary (I think?). You say it's safe to remove it ? Edit : it works well without it, thank you!
    $endgroup$
    – thibsert
    Mar 16 at 15:35











  • $begingroup$
    Can override going the other way when testing in the text editor, ie if __name__ == "__main__": bpy.ops.my_new.operator(ctx, 'INVOKE_DEFAULT')
    $endgroup$
    – batFINGER
    Mar 16 at 19:32















7












$begingroup$

Steps 3/4/5 can be replaced by Shift+S (for Snapping) / O.



Step 8 can be replaced by T. In general, you can look for underlined letters in such menus.



I also wrote an add-on to automate the process: OriginToSelection.py.



Install the add-on via User Preferences / Add-ons / Install from file, don't forget to activate it (check the box before its name). Press Spacebar and search Origin, then select Origin To Selection.



Be careful, I'm new to publishing add-ons and I'm pretty sure it can cause crashes. Save your work before using!






share|improve this answer











$endgroup$












  • $begingroup$
    The plugin is cool. Works fine so far.
    $endgroup$
    – Thomas Weller
    Mar 16 at 13:30










  • $begingroup$
    It works but is insecure (ie, it drops an error if used in Object mode), and i can't guarantee it won't crash Blender. Using Dynamic Context as suggested by Mr Zak seems way better (and it's build-in).
    $endgroup$
    – thibsert
    Mar 16 at 13:39










  • $begingroup$
    I wonder why the bother with the context overriding in your addon. Consider having it poll only when in 3d view and edit mode. As it is it will fail silently when run when no 3d views in screen.
    $endgroup$
    – batFINGER
    Mar 16 at 15:29










  • $begingroup$
    I still don't understand that context thing really well. Before packing it as an addon I was running it trough the script window, so the overriding was necessary (I think?). You say it's safe to remove it ? Edit : it works well without it, thank you!
    $endgroup$
    – thibsert
    Mar 16 at 15:35











  • $begingroup$
    Can override going the other way when testing in the text editor, ie if __name__ == "__main__": bpy.ops.my_new.operator(ctx, 'INVOKE_DEFAULT')
    $endgroup$
    – batFINGER
    Mar 16 at 19:32













7












7








7





$begingroup$

Steps 3/4/5 can be replaced by Shift+S (for Snapping) / O.



Step 8 can be replaced by T. In general, you can look for underlined letters in such menus.



I also wrote an add-on to automate the process: OriginToSelection.py.



Install the add-on via User Preferences / Add-ons / Install from file, don't forget to activate it (check the box before its name). Press Spacebar and search Origin, then select Origin To Selection.



Be careful, I'm new to publishing add-ons and I'm pretty sure it can cause crashes. Save your work before using!






share|improve this answer











$endgroup$



Steps 3/4/5 can be replaced by Shift+S (for Snapping) / O.



Step 8 can be replaced by T. In general, you can look for underlined letters in such menus.



I also wrote an add-on to automate the process: OriginToSelection.py.



Install the add-on via User Preferences / Add-ons / Install from file, don't forget to activate it (check the box before its name). Press Spacebar and search Origin, then select Origin To Selection.



Be careful, I'm new to publishing add-ons and I'm pretty sure it can cause crashes. Save your work before using!







share|improve this answer














share|improve this answer



share|improve this answer








edited Mar 17 at 1:58









Community

1




1










answered Mar 16 at 12:26









thibsertthibsert

2,0541311




2,0541311











  • $begingroup$
    The plugin is cool. Works fine so far.
    $endgroup$
    – Thomas Weller
    Mar 16 at 13:30










  • $begingroup$
    It works but is insecure (ie, it drops an error if used in Object mode), and i can't guarantee it won't crash Blender. Using Dynamic Context as suggested by Mr Zak seems way better (and it's build-in).
    $endgroup$
    – thibsert
    Mar 16 at 13:39










  • $begingroup$
    I wonder why the bother with the context overriding in your addon. Consider having it poll only when in 3d view and edit mode. As it is it will fail silently when run when no 3d views in screen.
    $endgroup$
    – batFINGER
    Mar 16 at 15:29










  • $begingroup$
    I still don't understand that context thing really well. Before packing it as an addon I was running it trough the script window, so the overriding was necessary (I think?). You say it's safe to remove it ? Edit : it works well without it, thank you!
    $endgroup$
    – thibsert
    Mar 16 at 15:35











  • $begingroup$
    Can override going the other way when testing in the text editor, ie if __name__ == "__main__": bpy.ops.my_new.operator(ctx, 'INVOKE_DEFAULT')
    $endgroup$
    – batFINGER
    Mar 16 at 19:32
















  • $begingroup$
    The plugin is cool. Works fine so far.
    $endgroup$
    – Thomas Weller
    Mar 16 at 13:30










  • $begingroup$
    It works but is insecure (ie, it drops an error if used in Object mode), and i can't guarantee it won't crash Blender. Using Dynamic Context as suggested by Mr Zak seems way better (and it's build-in).
    $endgroup$
    – thibsert
    Mar 16 at 13:39










  • $begingroup$
    I wonder why the bother with the context overriding in your addon. Consider having it poll only when in 3d view and edit mode. As it is it will fail silently when run when no 3d views in screen.
    $endgroup$
    – batFINGER
    Mar 16 at 15:29










  • $begingroup$
    I still don't understand that context thing really well. Before packing it as an addon I was running it trough the script window, so the overriding was necessary (I think?). You say it's safe to remove it ? Edit : it works well without it, thank you!
    $endgroup$
    – thibsert
    Mar 16 at 15:35











  • $begingroup$
    Can override going the other way when testing in the text editor, ie if __name__ == "__main__": bpy.ops.my_new.operator(ctx, 'INVOKE_DEFAULT')
    $endgroup$
    – batFINGER
    Mar 16 at 19:32















$begingroup$
The plugin is cool. Works fine so far.
$endgroup$
– Thomas Weller
Mar 16 at 13:30




$begingroup$
The plugin is cool. Works fine so far.
$endgroup$
– Thomas Weller
Mar 16 at 13:30












$begingroup$
It works but is insecure (ie, it drops an error if used in Object mode), and i can't guarantee it won't crash Blender. Using Dynamic Context as suggested by Mr Zak seems way better (and it's build-in).
$endgroup$
– thibsert
Mar 16 at 13:39




$begingroup$
It works but is insecure (ie, it drops an error if used in Object mode), and i can't guarantee it won't crash Blender. Using Dynamic Context as suggested by Mr Zak seems way better (and it's build-in).
$endgroup$
– thibsert
Mar 16 at 13:39












$begingroup$
I wonder why the bother with the context overriding in your addon. Consider having it poll only when in 3d view and edit mode. As it is it will fail silently when run when no 3d views in screen.
$endgroup$
– batFINGER
Mar 16 at 15:29




$begingroup$
I wonder why the bother with the context overriding in your addon. Consider having it poll only when in 3d view and edit mode. As it is it will fail silently when run when no 3d views in screen.
$endgroup$
– batFINGER
Mar 16 at 15:29












$begingroup$
I still don't understand that context thing really well. Before packing it as an addon I was running it trough the script window, so the overriding was necessary (I think?). You say it's safe to remove it ? Edit : it works well without it, thank you!
$endgroup$
– thibsert
Mar 16 at 15:35





$begingroup$
I still don't understand that context thing really well. Before packing it as an addon I was running it trough the script window, so the overriding was necessary (I think?). You say it's safe to remove it ? Edit : it works well without it, thank you!
$endgroup$
– thibsert
Mar 16 at 15:35













$begingroup$
Can override going the other way when testing in the text editor, ie if __name__ == "__main__": bpy.ops.my_new.operator(ctx, 'INVOKE_DEFAULT')
$endgroup$
– batFINGER
Mar 16 at 19:32




$begingroup$
Can override going the other way when testing in the text editor, ie if __name__ == "__main__": bpy.ops.my_new.operator(ctx, 'INVOKE_DEFAULT')
$endgroup$
– batFINGER
Mar 16 at 19:32













3












$begingroup$

Little bmesh helper script.



The process to move the origin involves making the new point the origin by subtracting it from all other verts, then translating the matrix world of the object such that the global location stays the same



Run in edit mode. Moves origin to selected geo.



import bpy
import bmesh
from mathutils import Vector
context = bpy.context

ob = context.edit_object
mw = ob.matrix_world
me = ob.data
bm = bmesh.from_edit_mesh(me)

selverts = [v.co for v in bm.verts if v.select]
if len(selverts):
pt = sum(selverts, Vector()) / len(selverts)
#T = Matrix.Translation(-pt)
bmesh.ops.translate(bm, vec=-pt, verts=bm.verts)
mw.translation = mw @ pt # replace @ with * for 2.7x
bmesh.update_edit_mesh(me)


As an addon for 2.80



enter image description here






share|improve this answer











$endgroup$












  • $begingroup$
    does it work for blender 2.78a,2.79?
    $endgroup$
    – Michael Ben David
    Mar 16 at 19:13






  • 1




    $begingroup$
    Without testing (library upgrades for 2.80 have bombed my 2.79 build, too lazy to fix atm) Pretty sure the required changes to make it work for 2.7x is replacing any @ with * and change the version accordingly in bl_info
    $endgroup$
    – batFINGER
    Mar 16 at 19:16











  • $begingroup$
    well anyways the other addon works for me too
    $endgroup$
    – Michael Ben David
    Mar 16 at 19:19






  • 1




    $begingroup$
    Yes this one is by no means better, simply more "mesh-centric". The other addon in theory will also work for other types like curve and armature too. Script wise wanted to show how to do this without toggling edit mode, which can mean death to an edit bmesh.
    $endgroup$
    – batFINGER
    Mar 16 at 19:24







  • 1




    $begingroup$
    This one also works better with the Undo logic of Blender. As the Undo history is independent in Edit and Object mode, the other addon leads to a hard to predict behavior when using Undo.
    $endgroup$
    – thibsert
    Mar 16 at 23:02















3












$begingroup$

Little bmesh helper script.



The process to move the origin involves making the new point the origin by subtracting it from all other verts, then translating the matrix world of the object such that the global location stays the same



Run in edit mode. Moves origin to selected geo.



import bpy
import bmesh
from mathutils import Vector
context = bpy.context

ob = context.edit_object
mw = ob.matrix_world
me = ob.data
bm = bmesh.from_edit_mesh(me)

selverts = [v.co for v in bm.verts if v.select]
if len(selverts):
pt = sum(selverts, Vector()) / len(selverts)
#T = Matrix.Translation(-pt)
bmesh.ops.translate(bm, vec=-pt, verts=bm.verts)
mw.translation = mw @ pt # replace @ with * for 2.7x
bmesh.update_edit_mesh(me)


As an addon for 2.80



enter image description here






share|improve this answer











$endgroup$












  • $begingroup$
    does it work for blender 2.78a,2.79?
    $endgroup$
    – Michael Ben David
    Mar 16 at 19:13






  • 1




    $begingroup$
    Without testing (library upgrades for 2.80 have bombed my 2.79 build, too lazy to fix atm) Pretty sure the required changes to make it work for 2.7x is replacing any @ with * and change the version accordingly in bl_info
    $endgroup$
    – batFINGER
    Mar 16 at 19:16











  • $begingroup$
    well anyways the other addon works for me too
    $endgroup$
    – Michael Ben David
    Mar 16 at 19:19






  • 1




    $begingroup$
    Yes this one is by no means better, simply more "mesh-centric". The other addon in theory will also work for other types like curve and armature too. Script wise wanted to show how to do this without toggling edit mode, which can mean death to an edit bmesh.
    $endgroup$
    – batFINGER
    Mar 16 at 19:24







  • 1




    $begingroup$
    This one also works better with the Undo logic of Blender. As the Undo history is independent in Edit and Object mode, the other addon leads to a hard to predict behavior when using Undo.
    $endgroup$
    – thibsert
    Mar 16 at 23:02













3












3








3





$begingroup$

Little bmesh helper script.



The process to move the origin involves making the new point the origin by subtracting it from all other verts, then translating the matrix world of the object such that the global location stays the same



Run in edit mode. Moves origin to selected geo.



import bpy
import bmesh
from mathutils import Vector
context = bpy.context

ob = context.edit_object
mw = ob.matrix_world
me = ob.data
bm = bmesh.from_edit_mesh(me)

selverts = [v.co for v in bm.verts if v.select]
if len(selverts):
pt = sum(selverts, Vector()) / len(selverts)
#T = Matrix.Translation(-pt)
bmesh.ops.translate(bm, vec=-pt, verts=bm.verts)
mw.translation = mw @ pt # replace @ with * for 2.7x
bmesh.update_edit_mesh(me)


As an addon for 2.80



enter image description here






share|improve this answer











$endgroup$



Little bmesh helper script.



The process to move the origin involves making the new point the origin by subtracting it from all other verts, then translating the matrix world of the object such that the global location stays the same



Run in edit mode. Moves origin to selected geo.



import bpy
import bmesh
from mathutils import Vector
context = bpy.context

ob = context.edit_object
mw = ob.matrix_world
me = ob.data
bm = bmesh.from_edit_mesh(me)

selverts = [v.co for v in bm.verts if v.select]
if len(selverts):
pt = sum(selverts, Vector()) / len(selverts)
#T = Matrix.Translation(-pt)
bmesh.ops.translate(bm, vec=-pt, verts=bm.verts)
mw.translation = mw @ pt # replace @ with * for 2.7x
bmesh.update_edit_mesh(me)


As an addon for 2.80



enter image description here







share|improve this answer














share|improve this answer



share|improve this answer








edited Mar 16 at 17:19

























answered Mar 16 at 15:54









batFINGERbatFINGER

26.8k52977




26.8k52977











  • $begingroup$
    does it work for blender 2.78a,2.79?
    $endgroup$
    – Michael Ben David
    Mar 16 at 19:13






  • 1




    $begingroup$
    Without testing (library upgrades for 2.80 have bombed my 2.79 build, too lazy to fix atm) Pretty sure the required changes to make it work for 2.7x is replacing any @ with * and change the version accordingly in bl_info
    $endgroup$
    – batFINGER
    Mar 16 at 19:16











  • $begingroup$
    well anyways the other addon works for me too
    $endgroup$
    – Michael Ben David
    Mar 16 at 19:19






  • 1




    $begingroup$
    Yes this one is by no means better, simply more "mesh-centric". The other addon in theory will also work for other types like curve and armature too. Script wise wanted to show how to do this without toggling edit mode, which can mean death to an edit bmesh.
    $endgroup$
    – batFINGER
    Mar 16 at 19:24







  • 1




    $begingroup$
    This one also works better with the Undo logic of Blender. As the Undo history is independent in Edit and Object mode, the other addon leads to a hard to predict behavior when using Undo.
    $endgroup$
    – thibsert
    Mar 16 at 23:02
















  • $begingroup$
    does it work for blender 2.78a,2.79?
    $endgroup$
    – Michael Ben David
    Mar 16 at 19:13






  • 1




    $begingroup$
    Without testing (library upgrades for 2.80 have bombed my 2.79 build, too lazy to fix atm) Pretty sure the required changes to make it work for 2.7x is replacing any @ with * and change the version accordingly in bl_info
    $endgroup$
    – batFINGER
    Mar 16 at 19:16











  • $begingroup$
    well anyways the other addon works for me too
    $endgroup$
    – Michael Ben David
    Mar 16 at 19:19






  • 1




    $begingroup$
    Yes this one is by no means better, simply more "mesh-centric". The other addon in theory will also work for other types like curve and armature too. Script wise wanted to show how to do this without toggling edit mode, which can mean death to an edit bmesh.
    $endgroup$
    – batFINGER
    Mar 16 at 19:24







  • 1




    $begingroup$
    This one also works better with the Undo logic of Blender. As the Undo history is independent in Edit and Object mode, the other addon leads to a hard to predict behavior when using Undo.
    $endgroup$
    – thibsert
    Mar 16 at 23:02















$begingroup$
does it work for blender 2.78a,2.79?
$endgroup$
– Michael Ben David
Mar 16 at 19:13




$begingroup$
does it work for blender 2.78a,2.79?
$endgroup$
– Michael Ben David
Mar 16 at 19:13




1




1




$begingroup$
Without testing (library upgrades for 2.80 have bombed my 2.79 build, too lazy to fix atm) Pretty sure the required changes to make it work for 2.7x is replacing any @ with * and change the version accordingly in bl_info
$endgroup$
– batFINGER
Mar 16 at 19:16





$begingroup$
Without testing (library upgrades for 2.80 have bombed my 2.79 build, too lazy to fix atm) Pretty sure the required changes to make it work for 2.7x is replacing any @ with * and change the version accordingly in bl_info
$endgroup$
– batFINGER
Mar 16 at 19:16













$begingroup$
well anyways the other addon works for me too
$endgroup$
– Michael Ben David
Mar 16 at 19:19




$begingroup$
well anyways the other addon works for me too
$endgroup$
– Michael Ben David
Mar 16 at 19:19




1




1




$begingroup$
Yes this one is by no means better, simply more "mesh-centric". The other addon in theory will also work for other types like curve and armature too. Script wise wanted to show how to do this without toggling edit mode, which can mean death to an edit bmesh.
$endgroup$
– batFINGER
Mar 16 at 19:24





$begingroup$
Yes this one is by no means better, simply more "mesh-centric". The other addon in theory will also work for other types like curve and armature too. Script wise wanted to show how to do this without toggling edit mode, which can mean death to an edit bmesh.
$endgroup$
– batFINGER
Mar 16 at 19:24





1




1




$begingroup$
This one also works better with the Undo logic of Blender. As the Undo history is independent in Edit and Object mode, the other addon leads to a hard to predict behavior when using Undo.
$endgroup$
– thibsert
Mar 16 at 23:02




$begingroup$
This one also works better with the Undo logic of Blender. As the Undo history is independent in Edit and Object mode, the other addon leads to a hard to predict behavior when using Undo.
$endgroup$
– thibsert
Mar 16 at 23:02

















draft saved

draft discarded
















































Thanks for contributing an answer to Blender Stack Exchange!


  • Please be sure to answer the question. Provide details and share your research!

But avoid


  • Asking for help, clarification, or responding to other answers.

  • Making statements based on opinion; back them up with references or personal experience.

Use MathJax to format equations. MathJax reference.


To learn more, see our tips on writing great answers.




draft saved


draft discarded














StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fblender.stackexchange.com%2fquestions%2f134440%2fshortcut-for-setting-origin-to-vertex%23new-answer', 'question_page');

);

Post as a guest















Required, but never shown





















































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown

































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown






Popular posts from this blog

How to check contact read email or not when send email to Individual?

Displaying single band from multi-band raster using QGIS

How many registers does an x86_64 CPU actually have?