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View Full Version : Rotation values all = 0 when mirroring in max 5...bug?


Mahlon
10-08-2002, 03:33 AM
Hi,
Maybe someone could help me figure out whether this is a bug or not....

In Max 5, when bones (or any objects) have alignment the same as the world, and you mirror copy them, the new copy's rotation values don't show up as anything other than '0's in the three value parameter boxes. In other words, the box readouts at the bottom behave as if you are local coordinate system even when you are in world or view. The transform type-in readout gives the same result.

The position coordinates will read correctly, however.

But, if the bones or objects are aligned with DIFFERENT axes than the world, everything works correctly and all rotation values show up where they're supposed to.

Is anyone else getting this?

Thanks,
Mahlon

toonman
10-08-2002, 07:06 PM
Let me look into this Mahlon...

toonman
10-08-2002, 08:46 PM
Hmmm.... this is interesting.... which max version are you using? I gave it a try under r5, and I was able to repro... however, when I started playing with the refernce coordinate system flyout, everything returned to normal... I've got normal readouts now... I'll anywa pass this on to the powers that be... cheers!
BTW... is this causing you any special problems we should be aware of? Let us know...

Mahlon
10-09-2002, 01:29 AM
Thanks very much, Sergio. No, it's not causing any problems (normally I'll rotate in more than one axis which seems to fix it)....I was just wondering why it is. By the way, in the Animation section on the discreet boards, I posted a more detailed description of what's happening, and also experimented in Max 4 and got the same results.

Also, I'll mention (if you don't look at the discreet forum thread) that rotating around the new object's x axis gives you a normal rotation readout. It's just the y and z which don't show up. And further, if you rotate about more than one axis, x,y, and z rotation values WILL show up as you'd expect.

Thanks again,
Mahlon

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