Maya Modeling :: How To Freeze Transformations To Local Axis
Oct 6, 2011
Take a sphere, transform it in both location and rotation. Now you want to make it's new transform and rotation zeroed out so so that it still rotates around it's local axis but all its base values are zero. If you just freeze transforms, it puts everything to zero around the world axis not the local axis. This is not what I want. I want to be zeroed around the local axis.
Is it possible to change the display size of the local rotation axis?
I'm trying to visually align the local rotation axis for joints with geometry that isn't always world axis aligned. I've searched on different forums as well as searches on "topeka" (google ), and I've come up with nothing so far.
how do I scale a group of polygons in their local axis? I have seen people doing this fine in Maya.
I have attached an image that explain this clearly. It's a simple cylinder, extruded and when I scale the extruded polygons in local x axis, they get scaled in crazy different axes.
For some reason some of the joints in my character rig are displaying their local rotation axis and I am unable to turn them off. The usual Display>Transform Display>Local Rotation Axis doesn't do it. This doesn't apply to all joints, just some. This is very frustrating as it causes real clutter when rigging.
So perhaps I'm missing something blindingly obvious, but in previous versions of Maya, I've been able to simply hit F8 and check the '?' icon to be able to go in and individually rotate Local Rotation Axis to be the way I want.
For some reason I cannot find how to do this now in 2011? I've only been able to do them using the auto-tool.
Looking for the steps I need to take to be able to manipulate the local rotation axis individually as I have in the past now?
Let say I create a sphere and under Channel / Layer Editor tab, I right click on the pSphere1 and it gives me the option to Freeze my object reseting everything to 0,0,0.
I would like to have this function in my own Custom tab. But since I can't find it under anywhere in Maya menu.
I'm trying to mirror some geometry in my Maya model of Warrior.I do this by duplication special in X axis. I get the geometry duplicated..but it is also rotated around Z axis.
I don’t want this rotation. I had this problem also before on some other geometry...but I solved it with Freeze geometry. The problem was that the geometry axis system was rotated. I think this is caused whit Mudbox because I was using also Mudbox and I rotated the geometry there.
Now the Freeze function doesn’t work. The axis system is still shifted. How I can set this axis system to the one that is set in Maya? Or duplicate it whit the Axis system set in Maya ?
I'm trying to find a way to have an object's rotation axis match it's parent's. In Softimage, this can be done with Freeze Rotation Transform (or some similarly named command), and it will reorient the pivot axis to the parent's. Trying to find Maya equivalent.
It's not important that it match it's parents transform. If there is a way to have an object match any other object's rotation axis, yet maintain vertex positions in world space, that's just as good.
I was watching a tutorial on digital tutors and they Revolved a CV Curve to make a tire, and I want to know how to extend a curve along an axis instead of revolve it.I painted in the Right viewer to show what I want to achieve.
I am currently following the getting started guide for Maya 2011 and I have come to a portion where it is required to use the Extrude tool to extend a part of the helmet.(page 100 : Polygonal Modeling / Lesson 1 / Extruding polygon components)
Everything is fine up to this instruction 5 Click the large circle that surrounds the manipulator to display the rotate manipulators and then drag the green circular manipulator to rotate the angle of the extrusion to match the angle in the reference sketch (see image) and then drag the arrow manipulator a second time to extrude a second section of mesh.
The actual problem: On my scene, when I click the circle that surrounds the manipulator, the 3 axis' rotate handles appear,but they disappear as soon as I release the mouse button (It is the same behavior if I move and if I do *not* move the mouse before releasing).
My rotate tool in maya seems to be "locked" i can't freely rotate whenever i left click hold the center and it only rotates where my viewport is looking at so if im at the X axis I can't rotate the Z axis. Tried setting my preferences to default and nothing. I've also set my rotate tool to default.
Whenever I move my camera say to the Z axis the Z handle gets selected and same when I move the camera to the X axis.
I am having some trouble with moving vertexes on their local axis. When I move a vertex with the move tool (in local mode) the vertex moves REALLY fast and what is causing it. It works fine with the view coordinates enabled but just not on local.
When you rotate an object less than 1 degree, the local axis is no longer aligned with an object?
For example you have a wheel which rotate nicely along it's central axis, then you tilt the wheel by 0.5 degree and when you rotate around it's central axis, the wheel wobbles. The pivot point actually doesn't rotate with the object for rotations less than 1 degree...
I am trying to model an object with planes using edge extrusions with shift drag. The issue I am having when using this method is getting lots of unplanar surfaces (even after using the make planar button). This is because max will not let me shift drag an edge straight back on its local axis to keep it perfectly planar. See image below.
I am wanting to extrude out this edge straight back on its local axis. But the result just makes it go straight up.
I have a problem when I am modeling my character or rather the character from the animation academy. I have created an NURBS sphere and I want to adjust it to the arm, so I go to the component mode add some isosparms and then it happens!!! I can´t move any vertexes... but in the object mode I can move the hole object.
Using 2010. I'm trying to move an edge on the Z axis, but for some reason it refuses to go that way--nothing happens when I try dragging it down, and dragging it up causes it to go forward on the Y axis. This happened when I pressed something wrong on my keyboard I think. Resetting, restarting the program, etc doesn't work.
A few questions:
- How do I fix this? - How did this even happen? When I Google ways to lock vertices/edges/etc, people are saying it can't be done.
I have read that this feature was removed(??) in 2011. How to do it in 2012?
Use Axis Constraints is ON in the Grid and Snap Settings but when i hoover over the vertex the snap goes away and a small circle shows up. When i click the vertex and drag it the axis constraints are turned off. I use the vertex snap all the time.
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.
I've been using maya since 8.5 and there's a notorius bug that will probably be never addressed by maya developers. I just upgraded to 2012 and am getting this again: // Warning: Could not find an appropriate startup camera: side. A substitute will be used.
And i took all the preventive actions: window size and position are not saved with file, i always go back to four view before saving, etc. Still no joy.
In fact the side camera is not missing, it's right there and fully functional. What happens as a consequence of this error is that one of the rotation axes in perspective view are locked, i can't rotate my scene around the Y axis.
It doesn't work either if i export my object and import it back into a fresh scene. Axis remains locked. I'm losing my scenes that i've put insane amount of work into. No hope to restore them.
I am busy working on rigging a character ( See attachment) to the best of my abilities and am running into some issues:
I have made a nurbs curve object which I intend to use as a controller in my rig, I have however modeled my character with his arms in a 45 degree angle so I snapped this particular object to the wrist and aligned it with the geometry...here comes the fun part , because it is a controller I wanted to have a clean channelbox zo I froze transformations which neatly sets every channel to 0, it also snaps the local axis to a world pivot orientation....
I went in componentmode pressed the question mark thingy and thought it was working..but it still alters the values in the channelbox.
I basically want the same rotation axes editing capabilities as I have with joints, I will try fiddling with that next, but I can't believe that this can't be solved any simpler.
Currently, I'm trying to get through the following lesson: [URL]........
My problem: I'm at the part where I need to make windows, this, by extruding selected subdivisions inwards, using the z axis. The problem is that the selected faces wont enter the building. In others words, the selected subdivisions wont extrude inwards, so that no recess (or window) appears. They go outward just fine, but going inward, the subdivision remains lined up with the outer face of the structure, so that no recess appear and the structures face remains flat.
Here's a few screenshots to better show what im saying:
Wireframe mode: As you'll see, the window recesses appear just fine in wireframe
I want to know after rigging why should i orient joint in the attribute editor using the channel "joint orientation". Because i can easily fix the rotational axis after rotating the bone and freezing transformation.