Resetting the Center of Rotation as of 20 Sept 2020
![john_3318c6dc](https://secure.gravatar.com/avatar/2d343cfd57139825de07cdf10abc349e?&r=pg&s=100&d=https%3A%2F%2Fvanillicon.com%2F2d343cfd57139825de07cdf10abc349e_100.png)
I am talking ver 4.12
The green and red crosshair thing is not in this version.
I am fluent in 3 separate 3D CAD programs and this 1 or 2 click ability is a primary function.
It should not require a kludge, complex operations. Nor should I have to sift through 5 year old videos of obsolete versions trying to find an answer.
I did some searches and there is no simple definitive way to do this. Supposedly long ago there was this ability but the program changed.
My time is valuable and taking more than a minute to get a character into a vehicle while the center of rotation is 2 blocks away is just garbage User Interface.
Thank you in advance for you replies.
Post edited by john_3318c6dc on
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That feature is still present. Are you using the Joint Editor tool? For a figure, make sure you are on the root node. Odd that the center point is so far away from the figure. If we are talking about a human figure, check that the hip node isn't offset from the root node in the X, Y, Z Translate values. It can be easy to accidentally drag the hip, instead of the root, to a new position. Sometimes "Go To" poses move the figure's hip node away from the figure's center point instead of moving the root node. Depends how it was set up, usually for a specific scene. If that is the case, you do not have to change the center point, just zero out the translation of the hip mode. You can prevent translation movements from pose presets by holding the CTRL key when applying a pose and selecting the appropriate Pose Preset Load Options you want to apply or not.
If the figure was moved by translating the hip bone its base center point will have appeared to moved when the main figure node is selected.
I read through the User Guide and Quick Start again to see if I missed something. Nope.
In Autodesk Fusion 360, resetting the point of rotation is in the Right Click Context Menu and there are 2 options, a selected point of center of mass.
North of 45 seems to have a good understanding of the dynamics and will try to see if that solves the problem. It will take a bit of learning on my part. I have to sort out all the differnt terms.
The most recent problem was merging a vehicle into a scene, moving it2 blocks away, then merging a created character into the scene and then using a pose included with the vehicle. After Posing and moving the character to the vehicle, the characters center of rotation went back to the zero point of the scene which was 2 blocks away.
I plan to send a bug report about this simple missing function.
Is the character parented to the vehicle, as it should be, if so, then is it just the values of the characters translation showing as 0,0,0 ? THis would be expected as any item that is parented to another will treat the parent as its new world space or center point.
Can you list the vehicle, vehicle poses and figure you are using so that others can help trouble shoot the issue?
it always was and still is a problem
most DAZ studio users don't need to parent stuff if not doing animation
it affects scaling too
https://www.daz3d.com/forums/discussion/316511/daz-studio-is-a-very-entitled-parent