Hi Amit,
If you mean multiplying the coordinates by factor than the Scaler is what you need, mind you it can cause some troubles if the objects are not near the 0,0 point of the coordinate system.
The answet of Takashi
here demonstrates how to use the Scaler.
If you mean giving the features an offset (moving them) the take a look at the Offsetter.
Itay
Hi Amit,
If you mean multiplying the coordinates by factor than the Scaler is what you need, mind you it can cause some troubles if the objects are not near the 0,0 point of the coordinate system.
The answet of Takashi
here demonstrates how to use the Scaler.
If you mean giving the features an offset (moving them) the take a look at the Offsetter.
Itay
Hi Italy,
Thanks for the reply, it's a bit hard to explain(!) so I've attached an image
https://dl.dropboxusercontent.com/u/7141908/ScaleExamples.jpg
Assuming the box starts in the same place, depending on the anchor-point I use, the position of the output box changes. Basically, I have some mapping I need to transform, but I need to scale by an origin and then rotate it by the same origin and then move it by the origin! If I scale by 0,0 this will give an incorrect transformation.
Hi Amit,
If the anchor point were origin (0, 0) of the coordinate system, the Scaler can be used with no problem. I think that
the same way as my previous post can be also used in your case, as Itay mentioned. First, move the geometry so that it is on the coordinate system whose origin matches with the anchor point (Offsetter: -x, -y). Next, scale the geometry by 0, 0 (Scaler). Finally, move again the geometry into the original coordinate system (Offsetter: +x, +y).
Takashi
Hi Amit,
If the anchor point were origin (0, 0) of the coordinate system, the Scaler can be used with no problem. I think that
the same way as my previous post can be also used in your case, as Itay mentioned. First, move the geometry so that it is on the coordinate system whose origin matches with the anchor point (Offsetter: -x, -y). Next, scale the geometry by 0, 0 (Scaler). Finally, move again the geometry into the original coordinate system (Offsetter: +x, +y).
Takashi
Hi Takashi, thank you, that is the logical workaround. Thanks again Itaty too.
It seems as if this workaround breaks instances? Individual scaling and rotation of many instanced objects retains the instancing but as soon as I offset the instance breaks?