Axis Not Rotating Properly in DS
Wanderer
Posts: 957
So, I've not had this happen in Daz Studio before, and I don't know what is causing it. Suddenly I can't seem to get object to rotate around the green axis. The red and blue seem to be working fine, but not the green. Alternately, sometimes the green works fine, but the other two won't rotate when that happens. I don't know if I clicked something by accident, but I can't figure out what caused this.
Comments
It doesn't do it every time. Just some times. And I haven't yet sorted out why/when.
When it happens, I have to go into the slider menu and rotate it that way.
Check your tool settings. At some point, I believe the Parameters pane started using Local or Object coordinates (as opposed to World Coordinates), but the Universal Tool (and Translate/Rotate/Scale tools) settings can show a different coordinate system for use with the manipulator gizmo in the viewport.
Thank you. When I check under tools, it allows me to select a tool for use, but I don't see how to check the coords.
The Viewport gizmos use the coordinate system set in Tool settings, the sliders always use the local axes.
Okay, but no suggestions as to what is happening or how to fix it?
It doesn't do it consistently. I'll move it a bit on one axis, and then the others stop working, or start, and then I can't go back to the other and move it with the circles.
In Tool Settings, there is a drop-down list of coordinate choices right under the Active Tool list. It will change the manipulator's axis display in the Viewport accordingly. The action in the Viewport from the Parameter sliders might not correspond visually with the axis system you have active. There is also the risk of gimbal lock, a well-known problem in 3-D rotations where one axis is moved close to another, limiting or losing the ability to rotate one of the other axes. (Best to look that up for a clearer description). A more mundane problem is the direction of the mouse movement, sometimes you need to move side-to-side, rather than up-and-down.
Thanks, NorthOf45. I appreciate you taking the time to answer.
I think that did it. I set the tool to use world instead of local. Thanks. I have no idea how that got changed, but it appears to be working now. Fingers crossed.
On the positive side, now I know how to rotate objects on their own axis rather than relying on the standard grid coords. Very useful for turning a blade in the hand. I've been doing it the long, hard, awkward way all this time. So, thanks again to NorthOf45 and Richard Haseltine. I appreciate the insight on the how to.
What you are describing is probably Gimbal lock. It's why the rotation order matters when adding bones to a figure - the later axes get carried with the earlier and so can end up overlapping another, with the result that they have the same effect and there's no way to achieve other rotations (the order is twist, then the bend that is least likely to hit ninety degrees - gimbal lock - then the last axis, that is likely to hit ninety degrees. Using a different axis system that is separate from the bone, avoids this and DS can then convert the values into the correct values to achieve the desired bend with the bone's own rotaions.
don't you love shoulder bend twisting or doing front back to the arm when that happens?