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View Full Version : Rotating objects along their Local Pivot Points


KazuyaMochu
09-02-2003, 08:08 PM
Ther's a question, I got today, and I wasn't able to anwer.

A friend of mine is doing an animation for shool. Its a little car. She rotated the car 30º. The wheel where linked to the car.

She wanted to rotate the wheels to simulate movement.

For some reason, the wheel would rotate on the world axis, instead of the local pivot point. I advised her to change the pivot rotation, to have it fit the wheels rotation. She relpyed that the pivot is ok, when she activates the "affect pivot only" button. But as soon as she clicks the button off, it goes back to the previous position, like if it ignors any change that was made.

I told her to try and spinn it on the spinner, on the bottom of the screen, and apparentlly, it worked.

I gess that the spinner act on a local pivot basis, and the transform gizmo acts on a world axis basis.

So I tryed it my self. I could swear that before I could do this sort of wheel animation just by rotating it in it's ... Y axis. or whatever axis. But no, I won't work.

So I thought harder and came up with the notion that I was wrong, and the only thing with which I could do that as the biped's skeleton.

NO, it didnt work there wither. they jsut keep rotation along the world axis, ignorig any previous rotation that was given.

I've tryed the max's help file, and it metions the local point as a way to rotate toy object on a local axis basis.

What is wrong? what Have I clicked! I coudl swear it was ok before!

Any help would be very much appreciated!

Thank you


Kazuya Mochu

KazuyaMochu
09-02-2003, 10:55 PM
OK, ppl, sorry to ask. I got the answer allready.

apearntly I was using "View" instead of "local", in teh reference coordinate system.

Got the tip from a rookie! Live and learn... humblness

thanks any way for reading.

Kazuya Mochu

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