#align script
4 messages in this thread
I tried out your align script. I don't have the Planet studio issue
that describes this routine, so, pardon my ignorance, but what is
this supposed to do? I tried it with several variables and it always
dumped my objects at 0,0 in the world coordinate system, though it
did alter their placement side to side a bit. Care to elaborate?
Align works according to the bounding box extents of the selected
objects. What takes a little understanding is how the bounding box is
calculated since it can be calculated according to local or
world/screen space. If a selection of aligning objects is chosen
their entire/group bounding box (in world) can be used. As a final
ption, the pivot point can be used instead of the bounding box. The
axes constraints allow you to lock selected axes from being effected
while the accompanying delta offset allows you to align that distance
form the target. Also, check the upper rigth hand corner of the
dialog to ensure it's description of the Top viewport matches yours –
if it doesn't, just click on the "-X-Z" to change it to "X-Y". And
finally, while it's easy to understand the screen/world coordinates,
the local coordinates of an object can only be seen with the
Keyframer's Object Pivot command. This will show you how that object
sees the world and what direction it sees as X,Y,Z.
After your comments I think I'm going to revise the script with heavy
notations and include a sample file, with instructions, for people to
try out. The Planet Studio article should be out this week and should
help to clear up more questions.
Thanks for the explanation. It clears things up a little.
Let me know if you have more problems.
– Phil