Rigging on MOI

 From:  Michael Gibson
7404.4 In reply to 7404.3 
Hi krass, do you mean an "inverse kinematics" type system where types of joint movements are defined and lengths constrained and stuff like that so movement of one component brings others along with it?

If so unfortuantely there is a lot of complexity involved in the setup and UI management of such things - in an animation program where that function will be highly used it makes sense to dedicate a lot of programming time and UI real estate to that problem... For a modeling program where although it could be useful, it's just not something that is a really a core function of the modeling environment and it gets difficult to justify the resources that would be required to dedicate to it.

Maybe in the future at some point but I think it would likely be a ways off.

Possibly you might get some current use out of Transform > Rotate > Rotate Axis, which allows you to rotate objects around any arbitrary line in space. You could try something like include the axis lines in your objects and then use them to snap on to when rotating different selection sets.

- Michael