Rotating partially-rotated objects XYZ advice please

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Rotating partially-rotated objects XYZ advice please // New Users

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Post by weaveribm // Apr 19, 2007, 2:36am

weaveribm
Total Posts: 592
If I rotate part of an object I find then that the object's rotations XYZ are somehow based on part of the object, the rotated part maybe. So that when I rotate the object I find it rotating around coordinates other than the XYZ world coordinates...

How can I make an object like this rotate in X Y and Z as if it were a simple cube please?

Peter

Post by TomG // Apr 19, 2007, 3:16am

TomG
Total Posts: 3397
You can tell tS whether you want operations to be done relative to the World, Object or Screen. Sounds like selecting World would solve your issue - rotations then are indepdendent of the objects axes but would be based on the world axes (not co-ordinates though, the rotation will happen around the X direction in relation to the World rather than object, but around the object's own axis).


You can view the axis of the object and move it if desired. The position of the axis may not be central depending on how the object was made. You can recenter it on the object with a keystroke, as you say it appears not to rotate around itself.


You can also center the axis on the world origin with a keystroke, and then rotate, which will make the object rotate around the origin of course.


Not entirely sure what you were seeing and what you wanted to achieve, but one of the above should do the trick :)


HTH!

Tom

Post by weaveribm // Apr 19, 2007, 4:04am

weaveribm
Total Posts: 592
Lovely thanks Tom!

Tom I saw an interesting reply (Renderosity on TS7.5) of yours on another 3D graphics forum and eventually was led :) to the MakeHuman project which I should heads-up for new TS users because it appears to have very good human figure models which are invaluable for setting the scale of objects for realistic scenes. Or everything in a scene ends up either Lilliputian or Brobdignagian aagghh! :)

No one's created Gulliver in Lilliput? Don't look at me I'm only an accidental Swiftian :)

Peter

Post by Burnart // Apr 19, 2007, 4:54pm

Burnart
Total Posts: 839
pic
The original question about rotating objects interests me. I think there are 2 apects to it - one is the concept of orienation (some programs call it pitch, roll and yaw) and then rotation which affects only one axis at a time. Even using the object vs world vs screen axis control I still find it is problematic to,for example, roll a wheel around a corner while it is rotating. If I'm "rotating" the x axis of the object when the other axii are also in play I suddenly find that y and z axii might switch to + or - values shifting the x value as well. This is difficult to explain.


I use to run a program called Imagine which allowed you to easily seperate the changing orientation of the object over space and time from the "special effect" of rolling around particular axis. Presumably a clever person could create a script for doing this in ts7.


Perhaps it is easier to do this than I realise in 6.6 or 7- is there a fundamental method I'm ignoring?

Post by weaveribm // Apr 19, 2007, 11:15pm

weaveribm
Total Posts: 592
The original question about rotating objects interests me. I think there are 2 apects to it - one is the concept of orienation (some programs call it pitch, roll and yaw) and then rotation which affects only one axis at a time.

Me too Burnart it's very interesting to me coming to TS from the world of online combat flight-sims. Pitch roll and yaw are our bread and butter. And marmalade :)

...is there a fundamental method I'm ignoring?

Or unaware of yes same here, I'm sure it's a very fundamental function to have an object rotate in say the Z axis like the ice-dancer spinning on her toe. She folds up but keeps spinning on the Z axis. Some point within the object is being selected to set the baseline for the rotation perhaps, and this point moves around just when you don't need it grrr :)

Hmm the Z axis running from top to bottom in some coordinate systems doesn't always mean top to bottom thinking on it. Top left in some Cartesian systems (screen) is 0,0 rather than 0,0 being bottom left (charts)

Ah just remembered - rotating these awkward objects worked out as expected by dragging on the rotate-icons in the object's 'Selected' graphic - rather than setting rotation for the Z axis and dragging the mouse to rotate the object. Just getting the hang of 3D widgets. When I see the 'Selected' box-graphic looking non-rectangular I'm sussing that's when widgets get some action :)

Peter

Post by Burnart // Apr 20, 2007, 2:15am

Burnart
Total Posts: 839
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Good tip weaverim - I'll check that later - currently I have tS beavering away on an animation with motion blur.


I don't think I uses the widgets properly although I am getting better. In Imagine you could tell the program to rotate an object around the given axis over a period of frames in degrees. So if you wanted two complete spins you simply typed 720 (degrees) into the requester and set the start and end keyframes. I sure miss the ease of doing that. You could then do the same thing for the remaining axii and create complex tumbling motions.
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