AutoCAD Inventor :: Camera Pivot Changing Position Alone - No Control?
Aug 23, 2013
For some reason, the camera pivot has changed..Whenever I set it to anything, it keeps going back to the stupid configuration of being 5 meters away from my plot... which means the slightest rotation makes me lose the view.
I tried using the navigation the navigation wheel's "center", but it sets it in two dimensions of the projection's plot on my screen, which is not enough.
And I tried the command alias "3DO", but every time I do it, it works only once... and for some reason the camera pivot gets lost again on the next move.
how to change the camera pivot position by entering it somewhere like (0,0,0).
If you hold down F4 to orbit in 3D (equally press the Orbit button under view on the ribbon) you can temporarily set the orbit pivot position by left clicking the mouse. I have a 3D mouse (3dconnexion spaceball 5000) installed on my workstation so can perform the same view manipulations without technically having to enable the orbit command. But I can't change the pivot position unless I activate the orbit command and then left click - making the main advantage of a 3D mouse for me a bit of a nonsense..
Any command/key combination that allows me to setup a custom button to set the orbit pivot position?
I am creating a drawing controlled by ilogic. The assembly can vary in size considerably so I have set the IDW to change between sheet size A3 and A2 accordingly using ilogic. However, when the sheet size is changed, the parts list stays in a static position.
Currently, the parts list is situated in the top right corner up against the title block and the border. So when changing from Size A3 to Size A2, the parts list ends up in the middle of the page. Is there anyway i can control the position of the parts list so it changes with the sheet size change?
I know I could simply move the partslist to the bottom left corner, which is a work around. However, I'd like to be able to keep the drawings in line with the company standard.
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.
How does one implement the use of two pivot points to control movement concurrently in the X- and Y-plane?
I 've added a Link Constraint to the salmon colored component which is linked to the red cylinder pin at far left. This pin has a Path Constraint to an Arc path which is orientated left-to-right and arching up. The pin at right has a line Path Constraint that moves down and to the right. Still image 01 shows the retracted position. Still image 02 shows the animation at 50%, the Fowler hinge follows nicely the path of the left most pin quite well. Notice no movement occurs in the down direction that would be imposed by the right pin - if it worked/was set up properly.
I am trying to move a symbol around based on it's x and y coordinates, without using keyframes to actually animate any movement.
Basically what I want to do is have a largish map image inside a symbol, most of which is off stage, with right,left, up and down buttons that slide the map in and out as you mouseover them, thus allowing the user to navigate east, west, north and south, if you see what I mean.
The buttons would move the map symbol around in increments of perhaps 10 or 20 pixels at a time, but it would freeze where it was when you moused out of the button, and begin moving again when you mouseover.
Of course it would be important to fix limits to how far the map symbol could be pushed so that you could only see as far as the edges of the map, and not beyond the limits of the map.
I have a three button mouse. I can use Shift + Center button to orbit my drawing. problem it, the stuff is always flying off the screen because the pivot point is at the center of the drawing / part / assembly/etc. This annoys me to no end. How do I change the Orbit Pivot to default to the center of the screen?
I'm in Photoshop CC 3D, and I have a simple scene with one complex object. I can't find any way to move the position of the camera beyond the default positions, like top, front, back. I can do it CS6, but I can't do it in CC. I can rotate the object, but I want to keep the object where it is. I want to move the camera.
I am using the 3D functions of CS6 and I noticed a bunch of options either moved around or removed completely. Well, more likely is that I'm just not able to find them. Anyway, one of the functions I have not yet been able to find is the "Return to Initial Camera Position" button. It used to appear in the control panel but not anymore.
In order to get the object and camera back to their initial position I could just go into the history panel and back up to when I first opened the object but that kind of defeats the purpose.
I am running CorelDraw version 15.2.0.686 with Service Pack 1.
I need to position graphics in exact locations and using the Transformation Position window, especially with Nudge and Super Nudge, is very useful. However, when I zoom in or out, go to another page of the document and back again, or close and re-open the file, many times the H and/or V coordinates shown in the Position window will have changed by one or two units (sometimes more). I can change them back to the correct coordinates but they will change again, and not necessarily by the same amount, when doing any of the actions I mentioned.
It's not that big of an issue when I know the location ends in either a 0 or a 5 and I can move it back to the correct location, but there are times when the graphics are not on a round number and I don't know if it correct or not.
This has been a bug in many versions of Corel (I have been a CorelDraw user since the beginning), but it is happening with every file I work on in X5.
I am not able to find upright control under lens correction in camera raw 8.1 also how to add camera raw as filter under filter menu in adobe photoshop cs6
I am trying to control the height of the camera for a walkthrough so that I can go up stairs. I know that I can activate the "Mini Tour Building Wheel" and can do it that way but it is very clunky to use and I don't always get the right angles. Is there a simple way to control each key frame's heights like you normally would a camera (eye and target elevations)?
I want to setup my camera, Nikon D5100, for pole aerial photography. I want to have the ability to connect my laptop to the camera up on the pole so I can adjust zoom, etc.
For some reason when using the path option in inventor studio for camera animation the camera rolls for no reason?? I have created two helical curve sketches around my product, the outer curve is the path for the camera and the inner curve is the path for the target. Both curves are the same height and have 1 revolution. When i play the camera it works out fine untill it hits 1/4 of the way through and suddenly flips 180 degrees so now the camera is upside down, once it hits 3/4 of the way it flips back again to the correct rotation. If i dont create an inner curve for the target and place the target directly in the centre of my product with no path to follow the camera spins all over the place when it follows the curve.
Whenever I try to select a Curve to select 'Control Vertex' I get the options for the Camera instead, the only work around I have is to Hide the Camera which also switches off the image planes, then select the curve and select 'Control Vertex, and then re-enable the image planes.
I'm not able to find any control for changing line width in stylized view type like tech, ink etc. Is there a control available for it or is it just as it is solution?
Feature is nice though and it would be nice to have such minor controls for it.
The attached files are two sprockets. The original part has 30 teeth. I need 34 teeth.
The MODIFIED part has one of my attempts at making 34 teeth. I have tried the following with the same error dialog box (see below):
1. Edit Sketch_6 (associated with Extrusion1) by deleting all but one of the teeth lines (2 arcs and 2 lines that make up a tooth) and making a circular pattern of 34.
2. Same circular pattern, except this time I "Close the Loop" (right-click on one of the teeth line segments > Close Loop > click on all the segments until the loop is closed).
3. Same circular pattern, except this time change the resulting patterned lines into construction lines, trace these lines with arcs and lines of my own (not construction lines), and close the loop on my own lines.
When each of the 3 attempts failed, I tried deleting Extrusion1 and making a new Extrusion feature from Sketch_6. I cannot select what I want in Sketch_6 in order to make the teeth.
I'm at the point where I'm just going to take the dimensions from the circular pattern sketch of 34 teeth, delete Extrusion1 and Sketch_6, and make my own sketch and extrusion.
For the future, I really would like to know - why is it so difficult to alter features like this? Yes, I understand that Sketch_6 is not fully constrained, and on top of this I am not privy to how it was generated in the first place (this is a part file from a vendor). But it does not strike me as something overly complicated for the Extrusion feature to recognize a change in its associated sketch. This is not the first time I have encountered something like this.
Is it possible to setup a block so that an attribute position remaines fixed (absolute to drawing) when moving the block?
I've been playing around with creating a Coordinate Block by following these instructions: [URL] ........
What I would like is to be able to set the position of the Coordinate Label and Coordinate Object independently, so that if I move one in the drawing, it doesn't move the other. I've looked into Dynamic Blocks, and the "Lock Position" parameter. I can move the attribute independently, but still everytime I move the block, the attribute moves too.
Our company uses a custom Sheet/Coordinate system to follow flyoffs across a drawing, and I'm trying to learn how to automate the process. It's completely manually right now, so any changes to a drawing creates a lot of work renumbering these flyoffs.
I am trying to move my camera from an angle shot, to a side field with no FOV. I can't use 0 FOV because iray won't render it properly. So I animation the FOV from 45 to 2. The problem is that I have to move the camera so far away from the object to make the shot fill the camera with an FOV of 2. My camera appears to move way out and then zoom in again on the object. It's not actually doing this, but the combination of the FOV animation and the distance the camera moves is making it appear to move far away, then zoom in again. Is there some trick for animation FOV?
my specs are this quad processors, 8 Gb RAM, windows xp64bit, 3ds max 2011
I'm shooting with a Nikon D3s and always had the problem that the imported photos went a few stops darker when they were imported in Lightroom. I figured out that I get better results when I change the camera profile from Adobe Standard to Camera Neutral (which probably equals my setting on my camera)
So how can change this setting for the rest of my already imported stock and how can make this the default setting for my future photo imports?
can anybody help with a suggestion for making a picture taken with a digital camera at 72dpi and changing it to 200 or 300dpi? I am trying to incorporate this photo in a logo that will be used for print.
Using AutoCAD 2013 and TOL command to generate feature control frames. We set our lineweights based on layer assignments.
Problem is that when printing, AutoCAD seems to randomly assign a lineweight to the feature control frames. It can vary from what it's supposed to be (such as lineweight set for the dimension layer) or thicker than even what the object lines are set at. Seems to pick a random linewieght at time of printing for these elements (just the boxes, not the symbols/text itself).
Is there a setting we should be defining somewhere to force it to follow the lineweight of the layer that it has been assigned to? Known bug?
I will be pulling the subassemblies in as read-only parts and I would like to change the positional representation with code in the top level assembly.
I am dabbling with the new appearance settings in Inventor and for some reason or other; I can’t seem to align the weld bump map to what I would like. I want to shift the position of the map so it shows a full weld bead, not two halves as shown.
I have shifted the offset from 0 cm to see if it moves the position, but all I seem to be able to change is the scale of the bead.
Is it possible to set a view representation and level of detail (combine them) at the same time in an assembly. Or do they have to be set individually?
Attached images show the first assembly option with four sections together. The second image shows the second assembly option with the top and bottom sections only.
I have now been able to select items in an assembly and get weight and COG details of just the selected items, however I guess the COG will be working from the world datum as the xyz data is very wrong?
how do i set the world datum to a known point on one of the parts in the current view so that I can get the COG to relate to a position within the part that I set the datum to?
basically I have a block of metal with a load of parts on one end that offsets the weight / COG and i need to balance this on some brackets that are equally spaced from the COG, so i need to determine where the COG is of all the selected parts but as a position within the block from a known point.