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Pivot point messup!
show user profile  pancake
Ok, so I wanted to redo the grille for my mustang, i began with a tilted cylinder, and copied it many times.

the pivot point is skewed now, and I can't seem to get it centered (so I can normally use the bend modifier) everytime I rotate the pivot the mesh gets affected.

Is there any way to fix this? it's annoying :P

read 531 times
2/5/2009 5:08:22 AM (last edit: 2/5/2009 5:08:22 AM)
show user profile  mrgrotey
You need to reset the xform


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
relink the objects

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 529 times
2/5/2009 5:09:20 AM (last edit: 2/5/2009 5:09:34 AM)
show user profile  horizon
/whispers pssss, grotey, the modifier can be deleted :P

read 525 times
2/5/2009 5:18:14 AM (last edit: 2/5/2009 5:18:14 AM)
show user profile  mrgrotey
no it cant!
i tried it the other day and if you've moved the pivot point of the mesh before resetting the xform, deleting the xform modifier will shift the mesh to match the movement you made to the pivot point beforehand.


horizon: Put that in your pipe and smoke it! :p

read 523 times
2/5/2009 5:20:06 AM (last edit: 2/5/2009 5:20:48 AM)
show user profile  pancake
God why didn't I think of this :P

Grotey, You are an awesome man! ------------------------------------------------------------------------

read 515 times
2/5/2009 5:33:14 AM (last edit: 2/5/2009 5:33:14 AM)
show user profile  horizon
Well then moving vertices anywhere is also strictly not undoable as your undo's run out after a certain amount of them :P

Let's say I'm having problem with strictly rather than not undoable (I'm just throwing useless arguments now)

read 509 times
2/5/2009 5:44:38 AM (last edit: 2/5/2009 5:44:38 AM)
show user profile  mrgrotey
The reason i say its undo-able is because if you try and undo past a reset xform and you either cant, period, even if its only just been done, or, max distorts the mesh object beyond use. Try it out, its not undo-able!

read 507 times
2/5/2009 5:47:20 AM (last edit: 2/5/2009 5:47:20 AM)
show user profile  horizon

Didn't mess up anything, mesh was usable, it reset the rotation and bouning box to where they were
The only thing it did wrong was moving the box to the pivot and not the other way around

read 501 times
2/5/2009 6:15:20 AM (last edit: 2/5/2009 6:15:20 AM)
show user profile  mrgrotey
I didnt say deleting the xform mod messes things up, I said undoing the xform operation does. and I already stated that deleting the xform mod makes the mesh move to where the pivot point was moved to, which you demonstrated in your vid. How is that better than collapsing it in? your way you will have to move the mesh back into position again and re-move the pivot again.

dont delete or undo it! :)

this is fun! i need chocolate...

read 489 times
2/5/2009 7:06:19 AM (last edit: 2/5/2009 7:15:28 AM)
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