Rotation towad the center

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Rotation towad the center // New Users

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Post by djaram // Mar 4, 2006, 11:43pm

djaram
Total Posts: 73
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Hello again,

I want to rotate two faces toward each other.

As you can see in the picture i made this from a cube. The very first two faces I selected, I was able to use the ring around the object to rotate them opposite of each other's directions means one clockwise and the other one counter-clockwise. But when i tried to do the same thing with those two faces of the horn (shown in the picture) and did not have same behaviour I had before.


My question is how can I interchange between which method to be used when i'm rotating more than one face?


If I wanted to have both faces at the start of the cube to be rotated clockwise what would I do?


Thank you again,

Post by hultek43 // Mar 5, 2006, 10:49am

hultek43
Total Posts: 234
I'm not sure I understand what you are trying to do here. Working in the perspective view may not be the optimal way to achieve what you wish. Changing to top, front or side may give you a better vantage point. Perhaps selecting two pertinant edges and using the scale function with the axis(s) disabled you don't want altered would work.:)

Post by stan // Mar 5, 2006, 11:31am

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Total Posts: 1240
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why not just slice the object in two and just use the mirror modeler..working on one half and mirroring is easier ..;)

Post by SteveBe // Mar 5, 2006, 5:06pm

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Total Posts: 282
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Or just do one side and it will be recorded into the Macro/Sweep tool,
then select the other side, press Macro/Sweep twice and it will mirror
your sweep. This would be a great tool to have in Player edit.

Post by djaram // Mar 6, 2006, 11:17am

djaram
Total Posts: 73
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Thank you guys all for posting,


But mirroring will not always solve the problem. My objects are not this simple to be sliced and mirrored.


Macro is a very good thing indeed, but what I really need is a symmetric action toward axis:


Consider my object center is between the horns. Assume X-axis is passing through the horns and Y-axis passing between the horns. Thus Z-Axis becomes from bottom (ground) to top.


I want to have this option to choose my symmmetric action to be performed by X, Y or Z or any choise of two or three of them, and also having actions toward a point instead of axis(but by choise, not always).

When I bring my polygon face toward the axis, the other selected symmetric face must be brought to the same axis automatically. Same for the rotation and the Scaling. (This has been implemented in some other softwares such as ZBrush.)


And by chooseing center of axis, you can do the rotation, scaling, moving on any point of the object you want.


I wish it could be a feature of Future , may be in TS 7.5 :rolleyes: .......,

btw I realized some powers in TS that I have never had any idea there exist!!




Cheers,

Post by stan // Mar 6, 2006, 11:36am

stan
Total Posts: 1240
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not simple mirroring..
the tool "mirror modeler"..you model one half and it creates the other half in realtime.very handy tool...think you find it with / hidden under the script editor icon in ts7..

here is the tool ..circled in red is showing what mirror modeler icon looks like..but it's not in default location..

alternately.. to make the those faces turn inward in the same manner .. select the same edge on both sides at the same time ..say, either the top or bottom edge on both sides ..then use point scale..that will rotate both faces

Post by stan // Mar 6, 2006, 12:31pm

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Total Posts: 1240
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here's what I mean about edges

Post by djaram // Mar 6, 2006, 1:10pm

djaram
Total Posts: 73
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not simple mirroring..

the tool "mirror modeler"..you model one half and it creates the other half in realtime.very handy tool...think you find it with / hidden under the script editor icon in ts7..



here is the tool ..circled in red is showing what mirror modeler icon looks like..but it's not in default location..



alternately.. to make the those faces turn inward in the same manner .. select the same edge on both sides at the same time ..say, either the top or bottom edge on both sides ..then use point scale..that will rotate both faces


Dear Stan,

Thanks for the post. I already knew about the Mirror modeling. It has a problem and it's that by pressing the Icon MM it will take mirror of your whole object. I couldn't manage to only mirror a face or a part of an object.

That means now you have to have a complete Symmetric object from now on. You may say that you will turn the mirroring off. ok, suppose you want to do another mirroring for some part of that object, again the MM will copy the whole object. And also MM will not change the fact of my main problem. You still have no strict control over the rotation of a part of the object explicitly.


Actually I think it ought to be possible but may be i don't know how to use the tools to make it work.


Also about the Macro/Sweep, it is too old now since it only accepts the last command you used. There is no place to save the change to use it lator. I'm thinking may be this will be implemented in the new player( it may already be done) so you can have the changes you want loading from a file as a macro action. Also it would be so good to have the extrusion for two or more faces that are connected by a vertex BUT they would be extruded as they were selected alone. This is doable if you are trying to only extrude two faces, but what about a 40x polygon of degree 6 of a Football ? May be something like a macro option to choose between which to be used.


Right now if I choose two faces connected by a vertex and want to Extrude:

In modeler: It gives Error.

In Player: It gives no error but it will leave undesired holes and twists the object at the vertex area(as seen in the image).



Regards,

Post by Alien // Mar 6, 2006, 1:57pm

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Total Posts: 1231
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Have a look at this (http://ckgamefactory.hp.infoseek.co.jp/tsxe/taisho.html). Is that the sort of thing you're looking for?

Post by SteveBe // Mar 6, 2006, 2:05pm

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Total Posts: 282
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Your micro can be saved to your path library. And when reload it can be rotated, moved and scaled.

Post by Bobbins // Mar 6, 2006, 11:05pm

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Total Posts: 506
djaram, this is quite is easy to do. The trick is to be in the correct view so it's best done with a perspective view and a front/back view plus a left/right view also open on the screen.


Right click the object to enter point edit mode and select the faces you want to sweep and bend.

Perform and scale the sweep.

Select the Point Rotate tool from the point edit tool icons.

Right click in the front/back or left/right view that shows your highlighted and newly swept faces edge on.

With the right mouse button still clicked, drag to rotate the edges in symmetry.

You can also scale and move the faces then carry on sweeping.


By doing the same action in the different views you can make the sweep/rotations go the same way, opposite way etc - you just have to be in the correct view to achieve what you want.

Post by djaram // Mar 7, 2006, 12:13am

djaram
Total Posts: 73
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Have a look at this (http://ckgamefactory.hp.infoseek.co.jp/tsxe/taisho.html). Is that the sort of thing you're looking for?


Thanks for the link, I'll look into it.


Regards,

Post by djaram // Mar 7, 2006, 12:50am

djaram
Total Posts: 73
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djaram, this is quite is easy to do. The trick is to be in the correct view so it's best done with a perspective view and a front/back view plus a left/right view also open on the screen.


Right click the object to enter point edit mode and select the faces you want to sweep and bend.

Perform and scale the sweep.

Select the Point Rotate tool from the point edit tool icons.

Right click in the front/back or left/right view that shows your highlighted and newly swept faces edge on.

With the right mouse button still clicked, drag to rotate the edges in symmetry.

You can also scale and move the faces then carry on sweeping.


By doing the same action in the different views you can make the sweep/rotations go the same way, opposite way etc - you just have to be in the correct view to achieve what you want.



Dear Robbins, Thanks for the note. But I want to move faces in a mirrored way not rotating them like each other. I want one cockwise, one counter-clockwise at the same time! Plus I tried what you said (look at the picture) but I still get the same results.(Specially with the RightClick)


Try this:(look at the picture for the clue)

Insert a cube on the screen. Select two faces at the sides opposite of each other.

Now use the sweep tool.

OK, now try using the ring around the object to rotate them.

NOTE:

1-If you use rotating by Z, You ONLY rotate them in the same direction(Clockwise or CounterClockw).(Picture 1 and 2)

2-If you use rotating by X, You ONLY rotate them in the opposite of eachother.(Picture 3 and 4)


I'm guessing that there should be a Key-ShortCut to decide which method to choose.

Did I explain it clearly? Please let me know if you need more information.


Btw, Sorry for the numerous picture. I tried not to exeed the maximum size. But this the only way I could explain.(No body was in the Shared space;) )

Post by djaram // Mar 7, 2006, 12:55am

djaram
Total Posts: 73
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Your micro can be saved to your path library. And when reload it can be rotated, moved and scaled.


Yes you're right, But it is only acting once at a time. Still you have to do it 100 times if you have 100 faces.


Regards,

Post by djaram // Mar 9, 2006, 8:06am

djaram
Total Posts: 73
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Hey,


Anyone that could help with the solution?


Regards,

Post by Bobbins // Mar 9, 2006, 8:45am

Bobbins
Total Posts: 506
It struck me that since the faces either rotate together or opposite each other depending on the view point, maybe rotating the object's axis before performing the opeartion would help?


I haven't had any time to check this myself but feel free to try.

Post by djaram // Mar 9, 2006, 11:29pm

djaram
Total Posts: 73
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It struck me that since the faces either rotate together or opposite each other depending on the view point, maybe rotating the object's axis before performing the opeartion would help?


I haven't had any time to check this myself but feel free to try.


Dear bobbin,

That is not possible unless you have a mirrored like object. If you have an asymetric object that never helps. In other words it is only usful when you have a very very simple object.

The point is you must be able to control these things whenever you want to , not at the start. I wonder why anyone haven't said anything about this. Are you guys using an altrnative solution?


Regards,

Post by tomasb // Mar 10, 2006, 7:48am

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Total Posts: 261
Right now if I choose two faces connected by a vertex and want to Extrude:

In modeler: It gives Error.

In Player: It gives no error but it will leave undesired holes and twists the object at the vertex area(as seen in the image).


Regards,


I'll look on that holes in player SDS. You can expect more robust behavior in 7.02.

Post by W!ZARD // Mar 10, 2006, 6:06pm

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Total Posts: 2603
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Dear bobbin,

That is not possible unless you have a mirrored like object. If you have an asymetric object that never helps. In other words it is only usful when you have a very very simple object.

The point is you must be able to control these things whenever you want to , not at the start. I wonder why anyone haven't said anything about this. Are you guys using an altrnative solution?


Regards,


I don't know how helpful this is but I always model around the centre point which allows me to specifically place vertices numerically using the Object Info box in Point Editing. I find it helps me to get everything exactly where I want it.

Once I got used to thinking about point and face editing using number values along the X,Y and Z axes I found that my modelling became a lot more logical - well, logical to me anyway!:o


Oh yeah - And using numerical placement of single points in conjunction with the Mirror Modeler is great. I find it easy to flip between Mirror mode editing and ordinary editing - I make multiple copies of everything and happily cut things in half using booleans or simply deleting vertices in one half of the model. This provides a face to mirror from again.


These techniques are ones I use often when modelling - it's my experience that there's usually more than one way of doing pretty much anything, both in the real world and in the trueSpace world:)


Hope this helps

Post by bill // Mar 11, 2006, 4:10am

bill
Total Posts: 114
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I didn't read all of these posts so this may have already been addressed. Did you try switching to a different coordinate system? The first image shows the result of rotating the faces with Object coordinates selected. This results in the faces rotating in opposite directions. The second image shows the result of rotating the faces with World coordinates selected. Both faces rotate in the same direction.

Post by djaram // Mar 11, 2006, 11:20am

djaram
Total Posts: 73
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I didn't read all of these posts so this may have already been addressed. Did you try switching to a different coordinate system? The first image shows the result of rotating the faces with Object coordinates selected. This results in the faces rotating in opposite directions. The second image shows the result of rotating the faces with World coordinates selected. Both faces rotate in the same direction.


Are you sure it is rotating toward the center? Have you tried the other rotation wheel?


Does it behave the same way on the same Coordinate system?

Regards,

Post by djaram // Mar 11, 2006, 11:25am

djaram
Total Posts: 73
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I don't know how helpful this is but I always model around the centre point which allows me to specifically place vertices numerically using the Object Info box in Point Editing. I find it helps me to get everything exactly where I want it.

Once I got used to thinking about point and face editing using number values along the X,Y and Z axes I found that my modelling became a lot more logical - well, logical to me anyway!:o


Oh yeah - And using numerical placement of single points in conjunction with the Mirror Modeler is great. I find it easy to flip between Mirror mode editing and ordinary editing - I make multiple copies of everything and happily cut things in half using booleans or simply deleting vertices in one half of the model. This provides a face to mirror from again.


These techniques are ones I use often when modelling - it's my experience that there's usually more than one way of doing pretty much anything, both in the real world and in the trueSpace world:)


Hope this helps


Thank you for your help. I have a lot to catch up with your current experience in 3D world. I was just thinking that it might be an easier way and more accurate control over this issue of Rotation. I may not be able to have the proper view window to rotate a part of the object.

Hope I learn soon about that Point Edit info window.

Best Regards,
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