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Rotation skews object?
show user profile  Dejitarujin
This is an interesting problem I've never had before. I have a few basic objects (cylinders), and when rotated - either manually or with a constraint - they skew horribly. It only happens to these three objects, for now, and there isn't anything odd about them that would make them act in such a manner. Has anyone else had this problem?
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 532 times
2/1/2009 11:59:01 PM (last edit: 2/1/2009 11:59:01 PM)
show user profile  i11uzion
Reset XForm might be your answer. What you describe sometimes happen when objects have been non-uniform scaled and Reset XForm takes care of that.
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2/2/2009 12:40:55 AM (last edit: 2/2/2009 12:40:55 AM)
show user profile  Dub.
You will however have to unlink them all before resetting the Xforms.

read 514 times
2/2/2009 1:23:32 AM (last edit: 2/2/2009 1:23:32 AM)
show user profile  Dejitarujin
Okay, three questions. 1) Where is Reset Xform? I've seen it somewhere, but I don't remember where. 2) Does it make a difference that these objects have not been scaled or modified in any way at all? And 3) Does unlinking also include removing contraints?

ETD: Found the button. It does bad things. Any other ideas?
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 511 times
2/2/2009 1:38:13 AM (last edit: 2/2/2009 1:40:53 AM)
show user profile  mrgrotey

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

2. yes.

3. most probably

read 509 times
2/2/2009 1:39:19 AM (last edit: 2/2/2009 1:39:19 AM)
show user profile  Dejitarujin
Thanks for the tip Grotey; it would have taken me quite a while to notice that Reset XForm created a modifier, since these objects aren't being modified.

All it took was Reset XForm, and then deleting the XForm modifier. The Position Contraint had to be tweaked, but everything else stayed as normal. No more skewing :)
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 503 times
2/2/2009 1:51:34 AM (last edit: 2/2/2009 1:51:34 AM)
show user profile  mrgrotey
you can delete the modifier?! hmm.. i'll have to investigate, did know you could do that....

read 501 times
2/2/2009 1:53:31 AM (last edit: 2/2/2009 1:53:31 AM)
show user profile  Dub.
very odd.

read 490 times
2/2/2009 2:46:00 AM (last edit: 2/2/2009 2:46:00 AM)
show user profile  horizon
I always wondered why you always mention strictly not undoable, but as the undo button didn't work I thought I was missing something when deleting the xform modifier.

read 483 times
2/2/2009 3:31:26 AM (last edit: 2/2/2009 3:31:26 AM)
show user profile  mrgrotey
Right I've just tested it and no you cant just delete the xform modifier, it messes up the position and scale of the objects, and undoing is not possible, you must do as I said before and collapse the modifier into the stack or you're asking for trouble

read 472 times
2/2/2009 4:30:44 AM (last edit: 2/2/2009 4:31:11 AM)
show user profile  Dejitarujin
Well, this was far from a normal problem to begin with. These are normal cylinders, with no scaling or any other modifications; only a Position constraint (on two) and a LookAt.

Furthermore, they were also instanced before I knew of the problem, just with different constraint targets. They form two three-part pistons. On one side, the outer and middle parts screwed up, but on the other side the outer part was fine - even though it was an instance of the first.

Reset XForm actually made it more skewed and screwed up. So I deleted the modifier, and it all went back to normal - I just had to re-do centering the pivot on the two middle cylinders, so the Position constraint would work as I wanted. Now, I can move the objects the two piston assemblies look at, with no problems at all.

Essentially, it was a legitimate software glitch.
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 467 times
2/2/2009 4:39:42 AM (last edit: 2/2/2009 4:39:42 AM)
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