View Full Version : Scaling Center Rotation
Bucket 09-16-2005, 06:12 AM I'm trying to make a box that when rotated it stretches at different rotation angles.
Or another example would be to have a ball that is squished.. Yet maintains it's squished shape even when rotated..
This can be done in maya and c4d pretty easily. You just scale the parent object which in turn affects the child. Then selecting the child and rotating causes a skewing type effect on the mesh.
XSI it has all these things to compensate for such actions.. Which definatelly have a use because the effect I'm trying to achieve would be avoided by most people.
Any help would be appreciated.
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thorn3d
09-16-2005, 06:39 AM
Have to admit this is the first time i've ever seen someone actually WANTING to create that effect that way... normally it's something people try to avoid like hell ;).
I've never tried to do it in XSI, but the basic idea in C4D is that you're scaling the axis non-uniformly - which results in distorted parent space (thus causing the squish). You could try something similar. If that doesn't work, consider using an FFD or deformer... that's generally the preferred method, and much more predictable.
thorn
ThE_JacO
09-16-2005, 07:05 AM
use a lattice deformer and scale the lattice, the scaling will then operate spatially and not hierarchically.
Bucket
12-14-2005, 05:21 PM
Found alternative way to get it to work like other apps. Ctrl K to kinematics and check off hierarchy scaling in the scale tab. :)
Just one of those things that I don't think can be easily looked up in refference because of the function.
WillBellJr
12-14-2005, 08:18 PM
Great catch on that one - XSI ROCKS! :cool:
-Will
Bucket
05-19-2006, 05:58 AM
nm.. (global local view)
it's very late..... *runs away*
Jesse-Irvin
05-19-2006, 05:29 PM
Found alternative way to get it to work like other apps. Ctrl K to kinematics and check off hierarchy scaling in the scale tab. :)
Just one of those things that I don't think can be easily looked up in refference because of the function.
Wow, I guess that this is the option that is checked off when you go under preferences and turn the "use classical scaling on newly created objects" on
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