Zeroing translations on a pre-positioned prop - How?

tl155180tl155180 Posts: 994
edited October 2015 in The Commons

Hi All,

I have a sofa prop that came with a set I bought and I want to use it in another set. However this is proving to be tricky because the sofa is not centered at zero position (x=0 y=0 z=0) but instead defaults to the position that it needs to be in for the room that it came with (that is to say that when its co-ordinates are all zero, it is not found at world center). Obviously I can still move it around with the parameters sliders but its a pain when it comes to rotations. Does anyone know a way to zero the prop so that its actually zeroed to world center and not tied to some random position please?

Thanks!

Post edited by tl155180 on

Comments

  • marblemarble Posts: 7,500

    I'd like to know the answer too. I have some of those that seem to be placed a long way from the pivot point so if you try to rotate, the prop goes off on a journey around the perimeter of the scene. These products go into my ever-growing ignored bin because I can't be bothered to spend time trying to figure out how to get them to behave correctly.

    I feel the same way about poses that has the human figure somehow connected to another prop so that rotation doesn't do what you expect. 

  • Richard HaseltineRichard Haseltine Posts: 108,307
    edited October 2015
    tl155180 said:

    Hi All,

    I have a sofa prop that came with a set I bought and I want to use it in another set. However this is proving to be tricky because the sofa is not centered at zero position (x=0 y=0 z=0) but instead defaults to the position that it needs to be in for the room that it came with (that is to say that when its co-ordinates are all zero, it is not found at world center). Obviously I can still move it around with the parameters sliders but its a pain when it comes to rotations. Does anyone know a way to zero the prop so that its actually zeroed to world center and not tied to some random position please?

    Thanks!

     

    Position it once, using the Align pane, and once happy export as OBJ then reimport using the same preset (assuming it's am unrigged prop).

    Post edited by Richard Haseltine on
  • marble said:

    I'd like to know the answer too. I have some of those that seem to be placed a long way from the pivot point so if you try to rotate, the prop goes off on a journey around the perimeter of the scene. These products go into my ever-growing ignored bin because I can't be bothered to spend time trying to figure out how to get them to behave correctly.

    I feel the same way about poses that has the human figure somehow connected to another prop so that rotation doesn't do what you expect. 

    If a figure is a long way from the pivot that usually means you have the figure node selected (Genesis 2 Female, say) and the root bone (the Hip for a human) is translated. Either redo the translations so they are on the figure, not the root bone, or do the rotating with the root bone, not the figure. Ideally the figure should be used for placement and the hip transformed only as needed for the pose (to interact with another figure or to keep the feet on the ground).

  • tl155180tl155180 Posts: 994

    Thanks Richard, I'll give those a try.

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