General Category > General Anim8or Forum
Possibly Dumb Questions
RudySchneider:
Old Codger ---
Glad to see I'm not the only old-ish (71 next Saturday) prowler on this forum. And while I don't use either Anim8or or LightWave 3D apps much since retiring, I was more than pleased to discover and use Anim8or for some of my work back in the 2000's. But more than that, it's exciting to see that Steve is still tweaking it to make it better.
johnar:
To move the axis of an object, select the object and set tools to this:
Use wireframe view.
Old Codger:
Thanks, johnar. I'll try just that. Now if I could only figure out how to reliably (and easily) realign an object's axes with the workspace axes I would be a long way towards doing some of the things I want to do. But as an old Irishman drilled into my head a couple of decades ago, "Inch by inch everything's a cinch." Then when I said something about "millimeter by millimeter" he'd smack me upside the head the way Gibbs used to do DiNozzo and remind me "You know what I mean." I learned a lot from that old man even though I worked for him less than a year. Even got an all expenses trip to Las Vegas for Comdex in 96. For a computer weenie Comdex was THE show to attend. I spent 5 days in hog heaven. He had an Irish grin that put Brian Dennehy's to shame. Self-made millionaire who liked to play baccarat at $10k minimum ante tables.
Steve:
You can align an object's axis (also called "pivot") to either the world coordinates or the object's coordinates in the basic Object/Edit mode. Use the Edit->Pivot->AlignWithShape menu command, etc.
Note: Oops! These commands are disabled in the Object/Axis mode for some reason. I'll enable them for the next build.
Old Codger:
I figured out how to make a cylinder oriented other than vertically. It's so simple I had a flat-forehead moment when I figured it out.
1) make the cylinder
2) double click and set the starting coordinates to zero AND orientation with either the "X" or "Z" axis set to 90 degrees instead of zero. You can also set up the object's starting size and divisions radially and longwise in the same setup window.
That will give you a cylinder with its long axis oriented along the rotated axis instead of the "Y" axis but the object's axes still aligned with the workspace axes.
Now, if I could only figure out a way to position the cylinder's axes in the middle instead of at one end . . .
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