How to correct the rotation node?

Hi,

I have here this shoe and this should be my zero pose, but the translation/rotation tool is not uhm... flat?

But the Joint editor show the nodes in a 90°, looking flat :(

I dont want that the node is skew, how can I set the flat position to be correct like the translation tool at a correct prop:

 

I hope you understand me :)

 

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Comments

  • lilweeplilweep Posts: 2,487

    i need to know this too.  I always end up parenting props to nulls or grouping them so i can have correct orientation.

  • Is it a single node prop or part of a figure?

  • LoonyLoony Posts: 1,817

    Is it a single node prop or part of a figure?

    In this case, I converted a pair of shoes to a single shoe, so I wanna correct now the node to be in the middle :)

    Only a prop, no more bones.

  • What do the Orientation values say in Tool Settings, with the Joint Editor active. I think the crosshairs for moving the points are always oriented to the world.

  • LoonyLoony Posts: 1,817
    edited September 2020

    Well, I got now a new product here (I deleted all the polygons around, so i have a single useable prop of this thing, to look in the mouth (spatula; from google translate) :D

    Now I wanna make it flat and then the Node on the middle, how to do it?

    I entered the Z rotation which I use on the prop, is that correct?

    When I now try to move the green arrows, then does the prop fly away (sometimes it fly away, sometimes not... O_o; for diff props)

    Edit: ah okay, it only moves, when the object is not on zero values translated/rotated.

    Edit: I think I made it... its not the Tool arrows who moves, its the little white corners who moves to show if the placement is correct.

    I used now this:

    I can now set the value to memorize the pose also for my figure, but then is the "zero" value -81, is there a way to say its not -81 as default, its 0?

    if I would set 0 as default it would jump back, when I set -81 as default it would work, but, I always wanted to know is it possible to replace the value with 0 and Keep in that position? So we have a new 0 pose?

    Post edited by Loony on
  • You could just position it flat, export as OBJ, reimport. That will bake any transforms, in effect.

  • LoonyLoony Posts: 1,817

    Oh hmmm okay. Same with meshgrabber? Is the mesh than "baked"? that I can not on accident reset the wanted change?

  • LoonyLoony Posts: 1,817
    edited September 2020

    I think I am still not 100% skilled with it :(

    (I found a other one which I also wanted to correct)

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    Post edited by Loony on
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