#Positioning Local Axis
13 messages in this thread
Is there any way to reposition the local axis of an object thru IPAS or any
other means or is it fixed at the time of creation?
Allan,
if you move an object at the element level (modify/element/move or
modify/vertex/move [selected] etc), or below, you will be leaving the
local-axis behind. Unfortunately, you can't see where it is while you are doing
this. However, you could use the tape measure or set up a little marker lsphere
to mark the position of the local-axis while you make adjustments.
Martin,
<< Unfortunately, you can't see where it is while you are doing this. However,
you could use the tape measure or set up a little marker lsphere to mark the
position of the local-axis while you make adjustments. >>
I like seeing the path as an indication of the object's pivot point. Since the
path intersects the pivot point, moving the pivot moves the path and even a 1
key node track path is bright enough to see upon exiting object-place pivot.
jonas[adesk]
Jonas,
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.
>>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
>>attach to cubes<<
PMJI, but I haven't seen that trick before. What a great idea! I have always
resorted to vertex manipulation to obtain the effects I wanted. This could
make it a lot easier. Thanks.
>>PMJI, but I haven't seen that trick before.
Always glad to help, when I can!!
BTW, what does "PMJI" stand for?
-M.E
>> BTW, what does "PMJI" stand for?
Pardon My Jumping In. I felt it appropriate since I was butting into a
conversion between you and someone else…
Martin and Martin,
<< local axis and morphing.. >>
Thanks for the clarifications and the example.
Wouldn't it be easier to use Reset Xform?
– Jack
>>Wouldn't it be easier to use Reset Xform? >> -Jack
No it wouldn't as I would get the local axis in the middle of te object and the
object would move as before!!
-M.E
Ahh. Okay.
– J
Martin,
that's a good tip, although I've been able to get the local axis where I wanted
using a tape measure and moving at element level or below.