Changing the center of rotation of a figure/object

On a regular basis, I ended with an object/figure whose center of rotation is way outside it. I don't even have a clue why it happens. When I load the object/figure, the center of rotation is within the figure/object. But at some point, following movement, rotations, imports in a new scene, etc... It ends up outside it, and then it becomes a major pain to change the object position. 

What I try to do is go into the joint editor, and use the arrows to move it back into the figure/object. Unfortunately it doesn't work most of the time (and sometimes it switches from working to not working anymore) : when I move the green arrows, instead of moving independantly so that I can place this center where I want, the figure/object moves too, so that it stays at the same distance and relative position from its center of rotation. 

So, how do I go to restore the center of rotation of a figure at its hips,  for instance? Or even better to *prevent* this center of rotation from leaving the figure/object in the first place?

Comments

  • There are two translatable nodes on most figures - the root bone (usually the hip for a human) and the figure itself. If you move using the root bone then the figure stays where it was, and you can get the separation you see. Selecting the Hip bone should show the expected position for the gizmo, or you can clear the translations from the hip and apply them to the figure to bring the two back together.

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