Troubleshooting
Start with the symptom below. PivotBreeze reports validation failures instead of silently changing data ownership, locks, constraints, animation, or Blender mode to make an operation succeed.
Installation and activation
Section titled “Installation and activation”PivotBreeze does not appear or does not enable
- Install the original versioned extension ZIP through Install from Disk.
- Confirm Blender is version 4.2 or newer.
- Open Blender’s Console and keep the complete traceback from the first failed activation attempt.
Pie Menu and shortcuts
Section titled “Pie Menu and shortcuts”Ctrl + D opens another action
Review the configured Pie Menu shortcut and its conflict details in Preferences. PivotBreeze reports matching bindings but never disables or deletes another keymap item.
A direct action does nothing
The displayed number keys are disabled storage placeholders. Choose a native Blender event and value, set any required Ctrl, Shift, Alt, or OS modifier, enable the action, and place the pointer over a supported 3D View or UV Editor before invoking it.
3D and UV sessions
Section titled “3D and UV sessions”The UV workflow is unavailable
Use Mesh Edit Mode, open the UV Editor, confirm the edited Mesh has an active UV map, and call the action from that editor. UV pivot sessions move Blender’s 2D Cursor and do not expose rotation.
Placement or aiming has no target
Check that Pivot Placement Vertex Limit is enabled and nonzero. The original selection must fit its budget; all visible geometry is included only if the whole scope fits. Otherwise only selected sources are pickable. With nothing selected, the visible scope must fit. Native gizmo editing still works when picking is disabled. Read the placement status for the current scope or limit failure; unsupported geometry is not admitted.
Shift aiming or Bounding Box is unavailable
Aim uses fixed Shift + Left Click during regular 3D pivot editing; changing legacy settings cannot rebind it. It is unavailable in UV and Bounding Box sessions. Bounding Box and Pivot by 3 Points require Mesh in Object, Edit Mesh, or Sculpt; Sculpt affects only the active mesh.
Wireframes appear during pivot editing
This is temporary display state for admitted geometry. Each object’s original Wireframe value is restored on exit, cancellation, failed activation, and Undo suspension. Do not delete the pivot helper to finish normally.
The session closed after a context change
Changing the active object, selection, mode, or tool can finish a session. A changed target is applied unless the 3D helper was hidden or deleted. Remember that Enter / Numpad Enter applies, while Esc cancels and restores the starting pivot/cursor even after completed helper moves and rotations.
Enter or Esc only finished a transform
Blender’s native transform handles the first key press. Press Enter/Esc again to apply/cancel the pivot session. Incomplete three-point input cannot be confirmed with Enter; use three valid picks to construct and apply its frame.
Blender 4.2 reports a point-overlay shader error
The current build uses a compatible fallback when the newer point shader is unavailable. Verify that you installed the current archive. A TBBmalloc startup warning is separate from this drawing fix and can still appear.
Outside snap settings return after exit
This is expected. PivotBreeze restores the outside configuration while keeping the in-session configuration when Remember Snap Settings is enabled. Object, Edit, and Sculpt share 3D memory; UV-specific settings are separate. The same preference also controls persistence across Blender restarts.
Interface language
Section titled “Interface language”PivotBreeze stays in English after changing Blender’s language
This is expected. The complete add-on interface is English in every Blender language. Blender’s global translations do not replace PivotBreeze labels, tooltips, reports, menus, or status hints.
Reset and zero actions
Section titled “Reset and zero actions”UV Reset moves the cursor to (0, 0)
No visible UV coordinate was selected for the reset target. Reset Position uses the visible selected UV bounds center and falls back to the UV origin.
Move to Zero does not center a selected Edit or UV selection
A selected operation subtracts the current cursor position and preserves every selected point’s offset from that cursor. With no selection, complete Edit geometry or each fully visible UV island uses its own bounds center instead.
Some UV islands do not move
Reveal the complete island. A partially hidden island is skipped as a whole to avoid moving only its visible corners. Independently centered islands can overlap at the UV origin; Move to Zero is not a packing command.
A zero command is rejected
Read the reported restriction before changing the file. Depending on the path, PivotBreeze can reject linked or shared data, location locks, active constraints, animation, singular transforms, linked or animated descendants, and Sculpt Mode Dyntopo. See the Technical Reference for the exact validation rules.
Report a problem
Section titled “Report a problem”If you run into a bug, a crash, or unexpected behavior, feel free to email me at hadzalo.dev@gmail.com. Suggestions and ideas for improvements are welcome too.
Keep your bug report short and clear. Include what you can:
- A brief description of the problem: what you tried to do, what you expected, and what happened instead.
- A few steps to reproduce it, including the Blender editor and mode you used.
- Screenshots showing the problem or error message.
- A crash log or a text file containing the complete error output, if available.
- Your PivotBreeze version, Blender version, and operating system.
You do not need every attachment to get in touch. A short description is enough to start; screenshots and logs help me understand the issue faster. If the problem happens only in one scene, mention that in your email and follow the file-sharing guidance below before sending a Blender file.
Before sharing a Blender file
Section titled “Before sharing a Blender file”Reproduce the issue in the smallest file that still fails. Preserve the relevant objects, UV maps, selection, hierarchy, constraints, modifiers, animation, and PivotBreeze preferences, but remove unrelated production content.
Delete materials, textures, render output, credentials, personal paths, client assets, and private scene data that are not required for reproduction. When the problem involves Undo/Redo, list every intervening action in order. When it involves UV, include UV Select Sync, selection mode, edited Mesh count, active UV maps, starting 2D Cursor, and the native snapping settings.
Keep any state required to reproduce the problem, such as transforms, hierarchy,
locks, constraints, animation, modifiers, shared data, editor mode, selection,
cursor position, snapping, or Dyntopo. Share a .blend file only through a
support channel you trust, and do not include third-party assets you cannot
redistribute.