Thursday, December 26, 2019

3ds max Hierarchies Transforming pivot points


Viewing and Selecting Hierarchies | 3ds Max 2020


3ds max Hierarchies Transforming pivot points  I'll only move it in the world's X and Z axes. Get in a little bit closer, (clicking) and with the Move tool position the cursor right on that pivot point until you see a small yellow circle, and if you're having trouble seeing it you can magnify the gizmo with the plus key. So, plus and minus on your keyboard. Okay, we want to hover the mouse over that yellow circle and then click and drag, and release on the point in the center of the sphere. So, we've now established that position in two dimensions, and we'll go back over to the top view. (clicking) Maybe get in a little bit closer. Once again click on that yellow circle and then drag to the point in the center of the sphere. And now I have snapped in 2.5D and I've placed the pivot point right in the center of the sphere. All right, let's test our work. I'll disable Affect Pivot Only, go back to the Rotate tool, and I'll rotate it in local coordinates for testing purposes, and we can turn off Snaps. So, I'll go over to the perspective view and rotate, and we can see that it is in fact rotating around the correct position. I'll Control + Z to undo that. 

Hierarchies | 3ds Max 2019 | Autodesk Knowledge Network

Viewing and Selecting Hierarchies | 3ds Max 2020 So, rotations are occurring around the correct position. However, the orientation of those rotations is not desirable. What we want is the rotation axes to be aligned with the geometry itself. We can see that most clearly in the front view port here. I want to be able to rotate so that I can swivel that arm forward relative to its own coordinate space, and I can't do that right now because the pivot point is aligned with the world. And I can test that by switching the coordinate system back and forth between World and Local, and I see no change there. So, this one's an easy fix. We'll just go back into Affect Pivot Only and use the Rotate tool in local space, and I'll turn on Angle Snaps and just go over to the front view and rotate that 10 degrees to the right. Positive 10 degrees around the Y axis, and now that pivot point is aligned. And I can turn off Affect Pivot Only, and once again in local coordinates I can test it. Right-click on the perspective view and then rotate around the X axis, and it's swiveling in the direction that I want. And if I switch back and forth between Local and World we can see that in fact there is a difference there. All right, I need to repeat that process for the other shoulder. So, I'll click the Isolate Selection button to unisolate that shoulder right object, and then select the shoulder left object and re-enable Isolate Selection, and just repeat those steps. Go to the Move tool, Affect Pivot Only, enable 2.5D snaps, (clicking) and then move that pivot in the front view. I can't see it in the top view, so I can right-click over there and press the Z key and position that, snap it to that center vertex.