#Positioning Local Axis
22-Jun-94 01:39:39
Sb: #108991-#Positioning Local Axis
Fm: Martin Enthed 100277,1272
To: MARTIN G FOSTER 70303,456
>>actually, I don't think an object's pivot point is the same thing as its local
>>axis. You can place a pivot point in the keyframer but you haven't necessarily
>>changed it's local axis.
Your right about the difference between local axis and pivot point. The only
time they are the same is when you have made a new object, then default
position of the pivot point is the same as the local axis. The local axis
point is the objects internal (0,0,0) point where every other point is built
around. When making morph objects that seams to have its base vertecis on
the same places, you often have different local axis. This will make the
object to move while morphing, even though no position keys are added.
Here is an example:
——————-
If you would like to make a curtain that should morph from straight to curved
with the left side still. You would make 2 objects.
("c" is the local axis centerpoint)
c
Straight: —————-
Curved : /\/\/\/
c
If one doesn't alter the objects local axis. The straight object will morph
exactly the same on each side until the curtain is nicely drawn towrads the
local axis of both objects, in the middle of the sceen. That is not what we
want, because we want it to be drawn to the left side. Then you have to make
the local axis the same for both objects. Make two cubes, marked below as a
".", at the place you want as the local axis.
c
Straight: .—————-
Curved : ./\/\/\
c
Attach the straight curtain to one of the cubes and the curved to the other.
This will give both curtains the same centerpoint as the object they where
attached to. Then use Modify/Element/delete and remove the cubes from the
both curtains. Make the morph and the curtain will be drawn to the side!!
-M.E