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| Gimbal Issue |
X82 |
I have this complex model with about 5/6 different parts. I needed a part from another 3ds max file which I imported. The problem I have is when I select gimbal in the drop down list to rotate, its not matching up with my other objects. So when I want to rotate this, its moves all over the place. How can I get this objects gimbal pivot point to match the others on my scene?
read 365 times 9/9/2010 8:28:07 PM (last edit: 9/9/2010 8:28:07 PM)
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mike_renouf |
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If I get your meaning, then you mean the "Pivot point", not gimbal. Go to the heirarchy panel ( the one next to modify) and select affect pivot only. Move it to where you want, then turn off affect pivot point only. Then rotate. Then send me money. Preferably pounds Stirling..
read 350 times 9/9/2010 10:32:51 PM (last edit: 9/9/2010 10:32:51 PM)
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X82 |
Not quite. Let me explain clearer than I did. I have this model, its an editable mesh from another project. I then have another object, a gear or cog. If I link those 2 together and then rotate the cog, the cog all warps out of shape. If I unlink and try the cog is fine. If I go in to the gimbal view on my first object, the xyz arrows are not pointing in the same direction as the world axis. So how do I change these gimbal values. They have to be getting their values from somewhere. This means I can't connect these 2 objects as soon as I rotate my cog, it warps like a squashed penny.
read 336 times 9/10/2010 12:30:25 AM (last edit: 9/10/2010 12:30:25 AM)
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mrgrotey |
Distorting objects whilst linked is predominantly caused by the fact you have non-uniformly scaled the objects at some point in their creation and max doesn't like this when it comes to animation as their scale factors are not all at 100,100,100.
Fix: METHOD 1
Unlink all the objects related to the distortion create a box primitive align it to the same orientation and position of your first object convert the box to an e-poly attach your object to the box (not otherway round) remove the box at element level Repeat on all other affected or previously linked items relink the objects sorted
METHOD 2 (this method is strictly not undo-able so save before trying it)
Unlink all the objects related to the distortion Align the object rotation to the world coords i.e. and 90° as if you were making it again Utilities pnel-->Reset Xform-->Reset Selected Collapse the new xform modifier into the stack on the object. Repeat on all other affected or previously linked items Re-link the object/s in the heirarchy
read 321 times 9/10/2010 10:03:09 AM (last edit: 9/10/2010 10:03:24 AM)
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mike_renouf |
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Send grotey cash (also pounds Stirling I assume).
read 315 times 9/10/2010 10:12:10 AM (last edit: 9/10/2010 10:12:10 AM)
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X82 |
I've tried your ideas over the over. Doesn't seem to work. This cylinder is attached to my gun which is attached to my bones, hours of work. Only the cylinder I want to rotate and move with the gun, but no matter what part of the gun, arms, or bones I attach it so, when I rotate it, it just flips everywhere. It doesn't distort (this is a new project). Instead of rotating to spin as I set it do, it flips over on its back in a circle. Breaking the link solves this issue. I have no tried your solution on my other objects however, since I don't want to ruin those as it took me hours of work to get them where I want them and at the right angle.
read 289 times 9/13/2010 10:03:43 PM (last edit: 9/13/2010 10:03:43 PM)
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