I posted this in blender.org forums but didn’t get an answer yet…
I noticed only a few days ago that Global coordinates weren’t related to the global 0,0,0, but instead they were related to the object’s pivot.
For example, I have a vertex in coordinates X 30.0 and Y 30.0, but suppose I want to move that vertex to the Y coordinates of 2.0…
In Blender I have to input a value of:
-28.0 in Global coordinates.
-28.0 in Local coordinates.
In 3Ds Max I’d input:
2.0 in World coordinates
-28.0 in Local coordinates
Which makes it pretty much easier and logical in my opinion.
That goes to every coordinate system, Global, Local, etc. But especially Global and Local, they acted the exact same way. When I grab a vertex, the starting point is always 0.000 for all axis, which makes changing coordinates system useless for this matter.
So to move objects to 0,0,0 I need to reset the cursor and then Selection -> Cursor, or I must subtract the actual position of the object, which I don’t know what it is in most cases. This would be easier to do by just grabbing and entering 0,0,0.
Am I missing something here?