Reset orientation

RAMWolffRAMWolff Posts: 10,343

Is there a way to lock in an orientation for a prop in DS?  I've looked all over DS but can't figure out how to do that. 

As you can see from the screen grab I have my exercise ball finally in a position that works. The morphs I made for it align with the default stance of the figure but now as you can see the indicators over to the left give away the fact that the ball's orientation is off by allot.  I just want it recentered with the newly positioned ball. 

Anyway to achieve this?

 

 

Comments

  • TaozTaoz Posts: 10,258

    Maybe by locking all the xyz dials?

  • RAMWolffRAMWolff Posts: 10,343

    Hmmm, not sure that's it.  In allot of 3D programs there is usually a tool that "updates" to current orientation as the new default.  That's more what I'm looking for...

  • FistyFisty Posts: 3,416

    Try adjusting rigging the shape and then erc freezing it to the morph dial.  Might only work for figures but it's worth a shot.

  • ScavengerScavenger Posts: 2,674

    This seems to be elusive knowledge.. I'm looking for it elsewhere, too :(

     

    If it's a non-rigged prop, you can export it as an obj and reimport it and I belive that'll do it. If it's rigged..nope.

  • FirePro9FirePro9 Posts: 456

    I believe what you are looking for can be accomplished using the Joint Editor Tool.

  • gederixgederix Posts: 390
    edited June 2016

    Yah, use the joint editor and drag the red and green pivot points to the center of your sphere. And I just saw this elsewhere: 

    if you want to go one step further, export as OBJ and then reimport to get a prop version that will be easier to work with.

    from here: http://www.daz3d.com/forums/discussion/66061/joint-editor-tool-to-move-pivot-points

    Post edited by gederix on
  • RAMWolffRAMWolff Posts: 10,343

    It's a prop so there are no bones to it.  Just a simple prop but it's got morphs but no bones.

  • CzexanaCzexana Posts: 167

    If I understand what I think you're trying to do, I think I'd position a null where I want the pivot point then parent the ball to the null. May give the behaviour you need.

  • ModernWizardModernWizard Posts: 904
    Czexana said:

    If I understand what I think you're trying to do, I think I'd position a null where I want the pivot point then parent the ball to the null. May give the behaviour you need.

    Can testify that this works as a workaround. I couldn't figure out how to change the rotation points for some pastie props, so I parented them to nulls and dragged them around by the nulls. Worked great!

    --MW

  • JeremyDJeremyD Posts: 265

    +1 this thread, because this is one of those things that drives me nuts about Daz Studio.

    I'm going to try the Null tip. 

  • ScavengerScavenger Posts: 2,674

    Oh.. you're just trying to move the joint points.. yeah, joint tool will doo it.. I was thinking you wanted to get it to be orgined at 0,0,0

  • RAMWolffRAMWolff Posts: 10,343

    Well I do want the origins to be 0,0,0 but a way to set up the position and then tell DS to set that as the new origin.  Funny thing when I saved it out as a pp2 and opened it in Poser 11 Pro the origins were fine, perfect actually.  So what I gave in and did was set the prop to where I wanted it, exported it to ZBrush, saved it out as an obj and then imported it into DS.  Imported all the saved out morph targets back into it and applied the mat.  Bit of niggly work but got it done.  I hope DS eventually offers a tool to save time in the future. 

  • FistyFisty Posts: 3,416

    If you just want to change the point of origin and how it rotates in DS..  use joint editor tool, open tool setting tab.   drag green and red arrows into the right place, green is the one that matters most, that's the center of rotation.  You can type in numbers in the tool settings tab if you need it exact, you can also go back to the universal manipulator tool to see how it's working.  Once you're happy go to the corner pull down menu on the tool settings tab (with joint editor tool active) and chose memorise item rigging.  then save your prop.

    It's really really easy.

    I thought from your original post you wanted to signifigantly morph a prop and have its rotation center move along with when the morph was activated...  I need to test if that can even work with props like it can with figures.

  • RAMWolffRAMWolff Posts: 10,343

    Thanks hon.  I'll make a note of that info!  heart

  • FistyFisty Posts: 3,416

    * Memorize selected node's rigging *

  • FistyFisty Posts: 3,416

    Tested.. yes, you can adjust the rigging (start and and points) to a morph shape and ERC freeze it to that morph on a prop.  The only difference is you can't use the automatic "adjust rigging to shape" function like you can with a figure, you have to move the end points manually to where you need them.

  • FistyFisty Posts: 3,416
    edited June 2016

    Post edited by Fisty on
  • RAMWolffRAMWolff Posts: 10,343

    Interesting.  Not that I'd need the "Adjust Rigging to Shape" anyways.  I didn't realize that even thought it's not boned it still has a rigging of sorts that can be played with. 

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