Check out the Gumball Enhanced

I don’t follow, there are three boxes in the scale axis in the concept image I posted… 1D, 2D and 3D. Which one were you thinking requires a keyboard modifier? I agree they should all be graphically represented if any are. I’ll read through the link you provided, thanks!

Hi Brian,
sorry, I didn’t figure that you also had replaced Shift action for Scale 3D. My personal wish would be to not completely re-invent the wheel in terms of handle placement. Every mesh modelling application has been here already before McNeel… in Maya or 3DSMax or Modo the transform widget is basically the only tool to move stuff around. Good solutions were found and visually established – one should also think of muscle memory of promiscuous software users :smile:

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I would like to share my very first impression on new gumball:

  1. I was very comfortable with the scale on the BB, it was a feature I used a lot.
    With this new change I can’t get the same result.
  2. I like the hiding of the unnecessary arrows when you click or drag one of them.
  3. @Pascal would be super wonderful to be able to write dimension, number and ratio in the textbox for the scale.


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Hi @BrianJ, I understand the logic you are using: similar to the scale1D in command line. However I see myself rarely interested on that default 1/2 desired length dimension, but rather I see myself wanting to reach my total bounding box dimension. Just like the way BoxEdit works, not Scale1D. I also see the most common scenario being scaling outward form center, so dragging the Gumball to one side to achieve that total-length dimension would not work.

I really do no understand what the squares with 2 and 3 colors are supposed to do. Also I think even if you explained it (not a good starting point from an intuitive POV) I would have to think too hard to remap in my mind colors to axes. What if you use orientation in the icons themselves? Like the Move2D ones, instead of facing the camera?

I think that’s what I suggested first in the feature request but I might be misunderstanding. If you have a moment to mock it up, please do and we can compare.

I filed your numeric input based on units and bounding box dimensions here…

Ok I’ll try something… did you see what @hifred posted on the other topic? BoxEdit & Gumball improvement

Some nice ideas there!

How about this…

here’s shown as only one view-based 2D controller being visible at a time (like your current Move2D):

or all visible (not a fan, looks too busy):

here’s a close up:

As you can see all controls are basic filled primitives. So scale controls are filled squares, not outlines, for more consistency.

and here’s a version where all scale/move commands show on same quadrant and with related icons:

…because that Move2D looks like a funky C-plane tool right now, not a move arrow.


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here’s the Rhino file of the 3D gumball geometry, in case you guys want to play with it.

I also like the idea of simplifying the multi-gumball to single operation with a one-tap industry standard shortcut W-E-R (right next to each other on the keyboard)

‘W’ will only show move:

‘E’ will only show rotate:

‘R’ will only show scale:

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Instead of highlighting what I point to on the Gumball, a tooltip would be more helpful.
Especially for new users.

(and for me as well…)


I think I understand what you mean – with the current V6 prototype one seems to lose the ability to scale an object while snapping to elements of other objects. One could however also get similar abilities without having a handle at the bounding box. See animated gif (from Blender). One can already do similar things with the Gumball prototype, it just needed some tuning.

Maybe an additional Tooltip could appear after a configurable delay with option to turn it off altogether.The highlight doesn’t primarily serve as an explanation but rather is an indication that the mouse placement is right to execute a certain action, it’s helpful for users of all experience levels.

Is there a quick way to snap the gumball origin to some part of it’s object’s geometry? I’m persevering with Gumball and like some of it’s features, but to be useful to me in almost all cases the first thing I have to do is relocate, which is slowing me down.

Press Ctrl+Drag

[quote=“gustojunk, post:19, topic:15065”]
How about this…[/quote]
What I like about this proposal is that the Scale handles now integrate the rotate-handles better.
They are no more floating disconnected from the rest of the widget but I still don’t understand the initial placement of the rotate handles.

I’d prefer things more compact, without any floating components, with handles closer together and showing in the same direction – but cleanly separated through Mouse-over Highlighting. Floating elements always require some effort for the eye to collect them and to understand their orientation. Looking at what Gumball does currently I simply see no reason given do differ visually from standards established in mesh modelling software. This stuff isn’t protected, there’s no trademarks, there’s no risk to have it appear like a rip-off. Here btw is the file of my proposal. gumball-hj.3dm (435.3 KB)

I saw that in the help file, but it’s not doing anything here. All that lets me do is move it in Z

Ok, then it is working.
Simply hover over any of the other axes to access relocation in x and y. If you don’t like how this works there’s also the relocate gumball command.

Perhaps it’s just me, but that seems counter-intuitive. If I ctrl-drag the gumball origin in either the Perspective or Top viewport, the gumball only moves in Z. If I’ve done it in Top, that appears to produce no result. Surely dragging it in an ortho view should move it in that view plane? Dragging to a corner or base of fillet on an object is tricky atm. I’d like to see a video of this in action in case I’m missing something.

Using Relocate takes 5 or 6 clicks just to get it into position, followed by a transform (a further 2-3 clicks). I can achieve the same thing in an ortho viewport with my popup toolbar in 4-6 clicks.

Couldn’t you just drag the Gumball origin to an object snap ( & use something like ctrl-drag to move it again if it’s already been object snapped)? Dragging the object takes the gumball with it atm, so that aspect is catered for.

Just in case you haven’t seen this one… it might help. I relocate the GB at 5:20 using the Ctrl/drag method. If you’re in the Top view and don’t use Osnaps, you’ll move in an XY plane parallel to the GB’s current location.

I like this concept best personally @gustojunk but do you have an idea where 3D scale would go?