I have done some reading up on this but the answer is not apparently obvious. I want to do the equivalent of an AutoCAD 3 Point UCS creation in Max.
The attached shows some planar objects with 2mm gaps between them. These are orientated at various angles from XYZ in the World co-ordinate system. I simply want to move some of the vertices in a line along an edge of the parts in order to increase the 2mm gaps slightly.
Q. How do I set up the XYZ so that it matches the parts that I have selected?
I have looked at Affect Pivot/Edit Pivot etc. but there doesn't seem to be an option to choose edges for the XY axes as you would in CAD?
There was a message on here about using Ordinate Set to create an ordinate dimension to an apparent intersection and I've managed to do that, but is there a way to use just Ordinate to dimension to an apparent intersection? I've tried dragging and right click menu but no luck.
I have several objects in a circular array. I want them to pivot on the y axis only so the Z faces toward the camera. How do I do this without the other axis (X,Z) rotating as well. The look at constraint wants to pivot on all three axis.
Is there an easy way to move the pivot on most bottom, most top, most left, most right center bottom, center top, center left, center right of the object ?
In the tutorial that we are going through, we are asked to select 2 curves, center the pivot point, and then hit the 'Insert' key to allow us to move the pivot point, and then holding down the 'C' key we should be able to move the pivot point along the curve.
Looking around we found that if you hit the 'fn + left arrow' keys you are meant to get the same as using the 'insert' key on the PC, but this is not right, and also when you try to hold down the 'C' key it does not allow the pivot point to be constrained to the curve.
I am puzzled about how to zero out rotation my object's pivot point when I rotate said pivot point using the "insert" key (on a pc). Furthermore, any subsequent object I make after that has its pivot point off just like the first object when I rotate its pivot point. In fact, even when I start a whole new scene, the pivot point rotation of any object is off just like the first time I rotated the first object's pivot point in a previous scene.
i am a 3ds max user but had to switch to maya for this project. I am trying to make the ctrl pivot axis to follow the bone axis but I dont know how to do it in Maya.
The video pretty much explains it. Randomly when I move the pivot (d) and snap to point (v) it crashes on mouse release. This has been happening recently more than is acceptable.
I included about 30 seconds up to the issue to show what exactly I was doing before the crash.
I’m using 3dMax 201 64 bit.I made kind of a robotic arm and I linked parts together. Then I changed the Pivot on each pieces of the arms.My problem is that sometimes the change I have made on with “Affect Pivot Only” doesn’t apply.I can see the gizmo of the Affect Pivot but the one that works is the original one. I don’t know why it keeps the old pivot active when I changed it. Sometimes, I click on “Affect pivot only” button and the good pivot comes back active. But doesn’t work every time.
I've got several objects that require multiple Pivot Points per object or per Group of Objects.
As close as I've come to solving this was a local movement wire parameter effecting local pivot of another object, however, it pivots the wrong direction (clockwise instead of counter clockwise)
It would be nice to just be able to apply a secondary pivot point for an object natively in 3ds max.
I've read, you can do this with IK solver and a pin constraint. However, I'm using 2012 and I do not see pin constraint in my options.
I have a character model I got from the Evolver site before it went offline.
I need to set the pivot point of the eyes to be at the center of their meshes so I can use it in Face Robot.
I do this by clicking on the eye object and "Affect Pivot Only", "Center to Object". This works but when I export the model as FBX the moment the export has finished my eyes have both jumped to the the floor and my pivot is still in the correct place. When I import the FBX into Softimage I see the eyes are now on the floor. I also have the same when I try to do the pivot point in Softimage [URL]....I am a competent modeller however a begginer when it comes to Autodesk's software. Is their some property on the model that could make it peform liek this, does it have something to do with the bones/skining?
i have spent the last 2 days trying to move an eye balls origin
have a question regarding audio float on an object:
some objects react from a certain point with sound by just using a simple box in height for an example...it grows in the height from bottom start point...but if i use the width the movement is going into 2 directions instead of 1 ...i tried to move the pivot but it has no effect....is there a way to tell the reaction he has an another start point ?
Inside 3D Studio max, its possible to adjust the pivot center of an object to anywhere in space. So if for example, I've got a sphere in my scene and I want to have a bunch of cones spin around the center of the sphere (to create the basic shape of a sun graphic) I can just change the cone's pivot to be in the exact center of the sphere and then when I rotate and copy the cone, they will all be perfectly centered around the sphere.
Tying to do this in Photoshop however is proving rather difficult. Since the triangle representing the sun's rays is smaller than the circle representing the sun, I can't move the traingle's pivot to match the center of the sun because the bounding box for the transform isnt big enough.
If I duplicate the sun and merge the triangle and the sun together, the merge action re-adjusts the pivot to be in the center of both objects so its no longer in the correct center of the circle. I can however move the pivot point to the approximate location now because the bounding box is larger, but I don't need the approximate location, I need the exact location.
Is there a way to move the pivot to a specific coordinate? Or am I going to have to move everything onto a perfectly square canvas and snap everything to grid lines?
I have some objects (corridor / intersection corridor / surface / grading ...) in civil 3d 2013...When we rotate the 3d objects , object rotate pivot point about (0,0,0, or any place x,y,(z=0)..So rotated 3d object (if the Z= High value) can't be seen / can be seen as a point.
how to change the object viewer pivot point ? (not using steering wheel or zoom extents because of first time rotating objects seen so far )
I've been using Maya for over a year and I've starting seeing some weird error. In edit mode, I select a couple of verts. I can transform, rotate, and scale the verts relative to the selection's center. However, recently whenever I want to scale my selected verts the scaling origin goes to the center of the object instead of the selection. This becomes somewhat irritating since it doesn't give the expected results. I've included a few pictures demonstrating my problem.
i was trying to model a character in Maya and somehow messed up the pivot. The handle stretch beyond the horizon in the scale and move tool, and for the rotate one i can't see the circle no matter how far i zoom out.
im having trouble with a rotational object. I Basically made a basketball system in the category of specialty equipment. i made several different families in the same category and have nested one big family in specialty equipment.. I then loaded the nested family into a Generic face base template and change the caegory to specialty equipment, after completeing the steps i then loaded it into another family that is just specialty equipment. My problem is that, im either getting constraint problems when i set up my angular dimension parameter and try changing it's angle or when i do get it to change angles the pivot point keeps moving around...The main point is how do i get my pivot point to stay still and have my angle parameter change without errors?
i am searching a script to align the pivot of a multiples objects (objets are 1 triangle polygon) to their normal. After that a way to offset on multiple objects pivot, a predefined value in the Y axis in local.
I am working with a point cloud and want a dimension that will call out the Z value of a selected node. Is there a way to adjust an ordinate dimension to report the Z value instead of Y? If not, is there another way to do this?
I am using AutoCAD 2012. I am trying to use ordinate dimensions for the first time. So far, when I want to add the X and Y dimensions for a particular feature in my drawing, I choose the "ordinate" dimension type and then I select my feature. I drag my leader horizontally and it gives me the Y dimension. Then I choose the "ordinate" dimension type again, I select my feature again, and this time I drag my leader vertically and it gives me the X dimension.
I like how this works, but I think I would like it better if, rather than having two separate leaders for X and Y dimensions, I could just have one leader that would show both X and Y dimensions separated by a comma...i.e. something like [X:5.0; Y 7.5]
I'm using AutoCAD 2012, and trying to move my UCS within a viewport to a corner of my detail, but when I start to dimension using ordinate dimensioning, my point of origin (0.000) it gives me (1009.2003). In AutoCAD 2002, I could move my UCS within a viewport and start ordinate dimensioning and my (0.000) would be where I moved my UCS to.