When the object rotates, its local axes change, but the gizmo still scales along the original world-aligned axes. Now I am bit rotated at the moment and can’t thing straight but I think the scaling must be applied in the object’s local coordinate system.
Since I have your possible attention; a little request:
I know its still in Experimental but l think the drawing of axes could benefit from some subtle details.
Which version is that again? I think that’s not true. It scales along the object’s local coordinate system. Exactly like what you’re asking for. Otherwise, you’d easily end up with shearing effects (parrallelepipeds).
If I am not totally wrong, even when the object is rotated, the scaling should follow the axis’ directions.
As in, by dragging forward (positive along the axis) should increase the scale. Notice the scaling behaviour for X and Z, before and after the rotation around Y.
P.S: the gizmo looks much much better! Thanks for that!
first of all: thank you for tackling this - i wished for this feature for a long time.
one thing i find rather confusing though is the name Location which is rather a synonym for the position (i.e. translation) only of an object, rather than the whole transform (position, orientation, scale).
i guess the reasoning behind naming it not “transform” would be not to confuse it with all the transform-nodes - still i find “location” unlucky. may i propose “TransformGizmo” as an alternative? it would be close to what patchers think about when adding the functionality to a patch and search for in the node-browser (disclaimer: that just happened to me - i knew this was there somewhere but did not find it. also this forum-post did not trigger “location” as the actual node to look for and i ended up going through the commit history on teamcity :).