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View Full Version : Changing Rotation pivot inside a mesh?


E.T
01-21-2003, 04:32 PM
Id like to rotate my models arm inside the mesh (by moving the vertexes) and i would like to change the pivot of my rotation to the armpit of the mesh.
Is this possible?

Theres always a keyboard shortcut for everything, please tell me there is one for this too.:hmm:

Egyt
01-21-2003, 04:49 PM
I'm pretty certain you can select the vertices, and hold a button and click at the postion you want to rotate around, or was this in maya? I'll look into this until I find an answer, be back shortly! (10 minutes) =)

E.T
01-21-2003, 05:08 PM
cant wait :) tack!

Chris Thomas
01-21-2003, 05:09 PM
its possible to do both

to rotate the arms verts, just go into vert mode on the arm mesh, select the verts and rotate away

to position the pivot, go to the Heirachy panel, turn on effect pivot only, and move away, theres a button below to re orient it to the world or object, plus you can use max's align tool to align the pivot to another object etc. These tools are pretty well implemented in max, enjoy ;)

Egyt
01-21-2003, 05:25 PM
Yay! i got it =) Select your arm (vertices), go for the "Use transform coordinate center" and center your view to the armpit and voila! The "Use transform coordinate center" is located in the middle @ the main toolbar. As you said, I guess there is a shortcut for this aswell! Ha det!

Edited post due to my madskills in misspelling!

Iain McFadzen
01-21-2003, 05:34 PM
That's not what he is asking, he is asking if there is a way to position the point around which the verts are transformed, in effect a user-definable SubObject pivot point. The answer is no, scandalously, there is no direct way to do this.

But there are a couple of workarounds.

The first is to create a dummy object (or any other object), then set your ref coordinate system to "Pick" (and pick the dummy), and your coordinate centre dropdown to "Use Transform Coordinate Centre". You now position the pivot by positioning the dummy (remembering that Move, Rotate and Scale have separate setting for each).

The second is to leave the ref coordinate system on View and change the coordinate centre dropdown to "Use Transform Coordinate Centre". The pivot is now locked to the centre of your ortho views (Top, Left, Front etc) and you position it by panning the view (kinda moving the model instead of the pivot, if you get me). [edit] just like Egyt posted while I was typing this :) [edit]

E.T
01-21-2003, 06:14 PM
Great!!

I didnt really understand the "use transform.." by myself but now i do!.

I think i prefer the dummy though. Seems like i could tweak that more easily.

Thanks guys!!:thumbsup:

Egyt
01-21-2003, 06:39 PM
Iain, what is wrong with:

1. Select the part of the mesh you want to rotate.

Now you want to rorate a certain part of the mesh around a custom pivot.

2. Have your reference coordinate system set to "view".

3. Use transform to coordinate center.

Iain McFadzen
01-21-2003, 06:44 PM
There's nothing wrong with it, that's exactly why it was my second suggestion if you bother to read my reply properly. I also posted it before I had read your reply which is why I repeated what you had said, which I also mentioned, again if you bother to read my reply properly.

It only works in ortho views so it's a pain to use it for off-axis transforms, but that's bye the bye, it's the method I use most often.

Egyt
01-21-2003, 08:16 PM
I guess you interpreted my reply in the wrong way, i was really meaning what is this disadvantages of my method, I'd really like to learn more, thats just it. Not rude in any way.

Iain McFadzen
01-21-2003, 09:25 PM
Sorry dude, sincerely. I'd been at work about 12 hours already when I posted that and I was a little narky.

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