#Local Axis
7 messages in this thread
Just a quick question. Is the only way to have the position of an object's
local axis change is by moving the object at the vertex level i.e. by
explicitly moving it's vertices to another position while it's local axis
remains in the same position?
I understand that all other methods including Reset/X Form don't move the local
axiis position from it's default position at the centre of the object's
bounding box.
BTW A wishlist item: The ability to visualize the position and orientation of
the local axis for any object, besides viewing an object's bounding box or
using Hierarchy/Object Pivot. This is very important for doing morphing where
the movement is relative to the position of the local axis of the morph
objects.
DaviD "The poisson d'avril tasted great" GouID
The most straightforward way to _move_ the local axis of an object is to use
the Keyframer Use Pivot and Place Pivot commands.
If you want to _rotate_ and move the object relative to its local axis, you can
do that by selecting the object at the subobject (vertex/face/element) level
and rotating it.
Your wishlist item is noted, fyi.
– G
Don't know this comment is appropriate here, but I sometimes adjust the
effective local axis of an object by adding a single vertex at a suitable
position (away from the object). This is invisible and changes the bounding
box allowing me to rotate the object around any desired point in space from
within the Editor. I sometimes do this when I need to repeatably rotate an
object for rendering stills, but for various reasons don't want to use the KF.
JKJ
That's a cute trick, John.
– G
>>cute trick…
Reminds me of a poster I used to have that said something about
"people who think they know the trade when all they know are the
tricks of the trade." Great thing about 3DS is that a bag of tricks
can fool some into thinking I know the trade. <g>
If all you know is a bag of tricks, then you're the Harry Houdini of 3DS!
– G
<<but I sometimes adjust the effective local axis of an object by
adding a single vertex at a suitable position (away from the
object).>>
So if I understand it right, you have to position this other vertex so
that it changes the effective local axis. How do you accurately place
this vertex so that you can have a specific pivot point?