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Subobject Level: to move the pivot
show user profile  GreenFlag
Hi,

is there a trick to rotate at the end on the right of the polygons selection?
http://imgur.com/M7ZrhLt

I tried to change the reference coord. system, to change the pivot point center, to change the pivot in Hierarchy, etc..

I think this is something easy but nothing I tried worked.. :-/

any idea?
thanks :)

read 381 times
1/31/2015 12:17:13 PM (last edit: 1/31/2015 12:17:13 PM)
show user profile  herfst1
Well you could use an ffD modifier and rotate the lattice I suppose.

I'd use local co-ordinates and move the outer edge, but if you want zero distortion you could always detach the polygons, adjust the pivot, rotate them, then attach + weld them again.
read 379 times
1/31/2015 12:57:12 PM (last edit: 1/31/2015 1:35:18 PM)
show user profile  GreenFlag
Hi Herfst,
the detaching solution worked :-)
thanks
read 375 times
1/31/2015 1:10:52 PM (last edit: 1/31/2015 1:10:52 PM)
show user profile  herfst1
No problem.
read 373 times
1/31/2015 1:11:30 PM (last edit: 1/31/2015 1:11:30 PM)
show user profile  Garp
You can also rotate with vertex snap on. It's a little tricky to use but once you get it, it works well.




read 365 times
1/31/2015 2:32:15 PM (last edit: 1/31/2015 2:32:15 PM)
show user profile  Octopuzzy
A related question..I think the "working pivot" (in the hierarchy panel) could be a really nice way to control where your transforms happens from, but the tools for placing the working pivot are limited.

Is there a way to make a script to center the working pivot to sub-object selection?
If nothing is selected, it should move to the object center.
Big bonus if the pivot aligns along edges, if you "center working pivot" on a single edge selection.
Same with faces, so it aligns in the normal of the selected face.

That way you could easily rotate from any point, or edge etc, and the only thing you'd have to do is to set the coordinate system to "working"
The maxscript listener doesn't seem to reveal much. On the other hand, it doesn't show much for placing the normal pivot either, and i know centerpivot$ exists.

Anyone wanna give it a go? Should be a fairly popular script if successful.




read 361 times
1/31/2015 3:39:50 PM (last edit: 1/31/2015 3:39:50 PM)
show user profile  Garp
MODO has a big list of temporary coordinate systems for transforms. You can even set the origin and the orientation separately. Very useful.
If someone were to script something similar for max, it'd have to be very well integrated.




read 352 times
1/31/2015 4:10:31 PM (last edit: 1/31/2015 4:10:59 PM)
show user profile  Octopuzzy
Just noticed that "reset working pivot" actually places the pivot at the center of the selection..so it's actually quite usable...if you like the way you work with the pivot in Maya, this is worth a look.

You just need to make a hotkey or shortcut for the function, since you can't be in sub-object mode when you are in the hierarchy panel.




read 331 times
2/1/2015 2:05:56 AM (last edit: 2/1/2015 2:05:56 AM)
show user profile  Spear Chuck
This did it for me along with what K said

https://www.youtube.com/watch?v=9vEBzNNOfgg
read 324 times
2/1/2015 3:38:21 AM (last edit: 2/1/2015 3:38:21 AM)
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