In my project, I have to inherit the rotation of the parent node when using the rotation gizmo of the mesh.
So, I set “updateGizmoRotationToMatchAttachedMesh” to true (line 28 in playground link below)
This is where the problem occurs.
The rotation gizmo doesn’t work when each factor(x,y,z) of mesh scaling is not in the same proportion
(e.g. mesh.scaling = new BABYLON.Vector3(1.2, 1, 1));
That’s a know limitation. See the warning which is generated in the browser console log:
logger.ts:103 BJS - [12:51:54]: Unable to use a rotation gizmo matching mesh rotation with non uniform scaling. Use uniform scaling or set updateGizmoRotationToMatchAttachedMesh to false.
Then, is there a function that makes the current scale a reference point 1 like Maya’s “freeze transformations”?
I can’t find the hint about that except for bone