Get two objects in the same exact place?

In DAZ 3D, how can I get two objects in the same exact place? Changing the numbers doesn't work because of the origin points of the objects.

Comments

  • Maybe more context would be good. I'm not even sure what you mean by "exact same place" since it sounds like, for example, having both objects at 0,0,0 is not what you are looking for.
  • macleanmaclean Posts: 2,438

    The Align pane has a lot of different options to match up fronts, backs, left, right, etc.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,336
    edited November 2019

    I still don't understand why DAZ cannot supply a centre pivot script and a send to origin script.

    these are pretty basic needs

    doing it with the bone/joint editor moving that twiddly green gizmo  is unnecessarily painful

     

    Post edited by WendyLuvsCatz on
  • To try to explain it a bit further, I'm saying that putting the objects in the same place doesn't work because the center points are different.
  • jjmainorjjmainor Posts: 495

    If they're objects and not figures, you could sent them to Hexagon.  Select the model and zero out the X and Z axis.  Set the Y axis at half the model's height so it sits on the floor.  On the other hand, if you want the center point at the exact center of the model, then go ahead and zero out the Y axis, but this will have the object resting through the floor at its zero point.  Then send it back to DS.  This will place the model's zero point at the center of the "world."  Do the same for the other model, and they will be zeroed out in the same space.  As long as you don't mess with the geometry of the object in any way, the UV maps shouldn't be affected, but you might have to reapply the textures.  And Hexagon has an annoying tendancy to add a new def_mat category to the textures with no polygons attached to it (but that can be removed with geometry editor).

  • eshaesha Posts: 3,261

    I still don't understand why DAZ cannot supply a centre pivot script and a send to origin script.

    these are pretty basic needs

    doing it with the bone/joint editor moving that twiddly green gizmo  is unnecessarily painful

     

    If you open the tool settings tab you can type in the coordinates, for example 0-0-0 wink

  • It seems like the easiest solution is to just put up with imperfection and adjust the final positioning manually.
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