Changing one parameter changes many in 4.3

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Changing one parameter changes many in 4.3 // TS6 and Older

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Post by androidlove // May 15, 2007, 4:17pm

androidlove
Total Posts: 32
When I change the Z scaling on an object, the X scaling, and X, Y, and Z rotation change as well. The appearance is of only one attribute being changed, but the numbers in the info panel say otherwise. I'm unable to enter a value for an object because the object distorts. I'm unable to take values from one object and give them to another because those values mean different things to different objects.

Post by gothic3n // May 16, 2007, 3:27am

gothic3n
Total Posts: 3
i tried to replicate the first problem. i only got what you get when i scale the object in a front,side,top view windows. and only when i have applied some rotation to the object. so if for example u have a cube and no rotations and you scale is fine, but some rotation and the rotation parameters change. i think in the orthogonal views(i think their ortho) the scaling is using the screen coordinates. because in normal view the scaling doesn't affect the rotation if you have it set to object coord mode. if you have it set to the other modes(world,screen) it does affect the rotation. i think it has something to do with the geometry being skewed when you scale in those other modes. also even after being skewed, if on object mode, it doesnt change the rotation. just make sure you scale in normal view with object mode using the constraints(xyz).



i tried the same thing keying the values and dint get the distortions or rotation change. the only way i got the distortions is if the axes is not aligned. i tried it with a cube and an object made of a group. i didnt get the rotation parameter distortion on both cases.


the values mean different things to different objects because the axes are not aligned. the pos,rot,scal is applied with the axes as reference. so if the axes of two objects are not oriented correctly they will not share the same pos,rot attributes. its like saying for one object x will be y for the other object. scaling is a little trickier cause both objects would need to have the same normalized scale. for pos and rot is just 0 when normalized but scale differs with the object geometry. try this create a cube, it will say 2 or similar for scale on the prop window . scale it, then use the normalize scale tool, itll go back to 2 or whatever it was at first. now enter point edit mode, select all points and point edit scale using world coordinates in all axis(both mouse buttons), exit edit mode and look at the scale parameters, its changed, scale it and normalize again, it will go back to the setting after the point edit. the scale has to do with the geometry of the object.


i would suggest used the axes align tool to normalise the axis, then center to object. if both objects u want to transfer information from are facing the same way in the same scene this will make their axes in the same orientating. scaling is another story, i found that if you make a box around one object, then copy and put it around the other,(same scale). then glue the box to each object, the objects will inherit the scale of the box, it will also create a new axes aligned with the object that was selected first(in this case the box axes will be copied and made the group axes). u can then select the box and make it invisible.

Post by androidlove // May 16, 2007, 3:49am

androidlove
Total Posts: 32
I'll try all that when I get some time. I'm working with a cylinder and a cube. They haven't been rotated. The cube has been tapered, but I'm moving the unaltered sides. I'm scaling the tapered sides.
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