How do I change the rotation center?

odasteinodastein Posts: 606
edited December 2018 in New Users

So, I have this recurrent problem when the rotation center of a figure/prop is outside the body/item, making difficult to pose them.

For figures, I can usually move the hip instead of the whole figure, but sometimes the hip center of rotation too ends up outside the body. 

For props, I tried parenting them to a null, but more often than not, the null center of rotation stays at its origin point, and for instance when I try to rotate the null and the prop, it does instead a large circle around the point (0,0,0).

Finally, I tried to go into joint editor to move this rotation point but although it happened a couple times that I could move it inside the boby/object, they almost always move along with it, staying at the same distance from it, hence not changing anything.

 

So, what am I doing wrong with these methods, or if I'm not doing anything wrong and it's how it's supposed to work, what is the proper method to change the rotation center?

Post edited by odastein on

Comments

  • The hip should not be able to become detached from its own centre of rotation. The figuer node can, if you translate by the hip. The same for a prop parented to a null - if you trasnlate the prop it will of course leave the null behind, that's what translating by a child node means. Don't try to rotate using a node that is the aprent of a node that has been translated, unless you want the offset.

  • odasteinodastein Posts: 606
    edited December 2018

     

    The hip should not be able to become detached from its own centre of rotation. The figuer node can, if you translate by the hip. The same for a prop parented to a null - if you trasnlate the prop it will of course leave the null behind, that's what translating by a child node means. Don't try to rotate using a node that is the aprent of a node that has been translated, unless you want the offset.

    Regarding the hip : maybe it shouldn't have, but it did. It happened after I merged two scenes to import a a figure. The hip joint wasn't anymore inside the newly imported figure.

    And regarding the null : I didn't translate the figure. But if I tried to rotate the null to make the object rotate accordingly, the center of rotation was the origin (0,0,0) where the null first appeared. (basically the null had itself "left" its center of rotation behind).

    None of this is consistent. The first time I tried to use the joint editor, I could put the center of rotation back into the item. But since I never succeeded again. The object just move also when I try to move the joint, and stays at the same distance. I succeeded in parenting an item to a null too. But this time, the center of rotation of the null (and as a result of the "child" item) just stayed at (0,0,0) regardless of where the null actually was. 

    I'll mention that when I use a null, I also create a small sphere that I parent to it (so that I will  see where the null is). So the null is parent of both the item I want to rotate and this sphere. I don't think it should change anything, but I'm mentioning it just in case.

    I'll really wish I could understand how to use the joint editor reliably to move the joint back in place, because that would be the simplest solution.

     

    I also don't understand *why* this (tthe center of rotation ending up outside the figure) happens in the first place. It seems to happen either when I manipulated a figure/prop a lot, or when I applied a pose that is outside limits, or when I merge two scenes. 

     

    Post edited by odastein on
  • Does it persist once it happens? if so perhaps you could post a sample scene showing the effect.

Sign In or Register to comment.