So, I have an object, that is made up of a bunch of smaller objects joined together (“sub-objects” is what they were called in 3dsmax). My problem is not selecting each of the subobjects, but scaling them.
In 3dsmax, each of the joined subobjects, IIRC, maintained their own pivot point. So, you could select each of the individual subobjects, and if you scaled them locally, each of the little subobjects would scale from their own origin/pivot/whatever.
So, here is my issue. My object is basically a metal hinge. It has a BUNCH of little cylinders stacked on top of each other (probably 30), so it is EXTREMELY unwieldy to work with as 30 separate objects for each hinge, thus joining them together. However, they are each individually too big and too close together.
This could easily be solved in Max by selecting all 30 objects and scaling in Z-axis with their origins set to local. Each cylinder would get shorter, contracting to their own individual centers, and thus away from each other.
However, in Blender, it seems they only recognize the origin of the overall larger conglomeration of objects, not their own individual origins they possessed before joining them together.
It there ANY way to avoid having to scale them individually? I am aware I probably should have done them as an Array, as then I could scale one and thus scale them all. But that takes away the power to scale each one to my liking if need be. This could be solved if there was any way to scale from the center of each linked object, but I am not seeing any way to do this.