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jinda2001
08-05-2003, 02:52 PM
Hey All,
I working on a path deform and I just discovered how important it is to have the bounding box fit tight and parallel/perpendicular to the local coordinates.

Now....

How do I reset or manipulate the bounding box?

Any help would be greatly appreciated.

Jinda

Aldaryn
08-05-2003, 05:14 PM
The bounding box is created from the dimensions of the original object, and it is positioned aligning with the objects coordinate system. (The boundig box's coordinate system is identical with the parent object...)
The parent objects coordinate system is aligned with the pivot point, and can be editted through the pivot. In other ways, the pivot point represents an object's (or element's) coordinate system, where the pivot is the origo, the center of the coordinate system. (The center of the objects own little space...)

So, in conclusion, my bet would be to adjust the pivot, to fit "relative alignement" of your object, so the bounding box will be more tight. But I haven't had time to check it out, so I'm might be wrong. Never had to adjust the BB...

All adjustments about the pivot can be made from the "Hierarchy" panel's Pivot tab.

So, check it out,... and good luck!

- A.

grambo
08-05-2003, 06:56 PM
The pivot point is independant of the bounding box.

The bounding box's alignment is set to the coordinates of the original object. If you are attaching meshes together or editing/rotating groups of vertices for example, the alignment of your object may be different from your original orientation. Here's two ways to fix the bounding box alignment.

First off, is your mesh an editable mesh/poly? Delete or collapse any modifiers you have in your stack (depending on what you are doing of course!). Work with a base mesh. Or you may be able to apply an editable mesh modifier, but I don't recommend it.

Method 1) Pick all of the vertices of your object and rotate them as a group to manually align them with the bounding box.

Method 2) If your pivot point is oriented correctly (as in the posting above), then I suggest that you create a box primative. Then use the align tool to align the box to the object (in the align tool dialogue, choose pivot points and use Position and Rotation XYZ). Next convert the box into an editable mesh or poly. Choose Attach, and pick your object. Then choose "Sub-object Element" and pick the original box element - delete it.

This second method is also very good for resetting the objects scale for texturing purposes.

Hope that helps!

G.

jinda2001
08-05-2003, 07:32 PM
Grambo,

That is IT! - solution #2


thanks for your help.

Jinda.

Aldaryn
08-05-2003, 07:51 PM
grambo : Thanks for the corrections, I should have tried it out, before posting...
*Time for me to crawl back to the shadows....* :D
By the way, Method no1 works perfectly, I've just realized, I've been using that method since... arrrgh. *... crawling deeper back to the shadows I suppose...*

- A.

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