Is it possible to change the pivot point of an object?
Is it possible to change the point an object rotates around in DAZ Studio?
I have a character holding a weapon. Whenever I rotate the weapon, instead of rotating at the grip in the character's hand, the weapon rotates at its centre, usually pulling it out of the character's hand, and requiring me to spend time putting the weapon back in his hand. This is annoying enough with a static pose, but now I am trying to keep the weapon matched up with a .bvh animation I applied to the figure, and repositioning the weapon for every frame is a little to much for me.
I am about to try a work around, parenting a primative to the character's hand, then parenting the weapon to the primative, and rotating the primative in order to get the weapon to rotate around the correct point. It seems to me however that there should already be a function allowing an object's pivot point to be changed by the user. My question then is does such a function already exist?
Comments
Parent it to the hand of the figure should work I believe.
You can edit the centre/end point in both poser adn DAZ Studio - though I can't recall if you can change the axis of rotation as well as the centre point in Poser. Assuming, in deference to my enfeebled memory, that this is DAZ DAZ Studio, switch to the Joint Editor tool and you will see a green (centre point) and red (end point) widget which you can move around the screen; place the centre in the middle of the item in the hand and the end at the tip, right-click and choose the command to Align>Align Node to set itt o rotate around the axis defined by the points.
Parenting is probably best in this case.
The joint editor tool lets you set the center; the Green handle is center, Red is end (which I don't think matters for root object stuff?)
Thje object will rotate around the centre point, the end point serves only to set the orientation - the direction of the twist axis.
Actually, as I've been reminded - the end point determines, with the origin, the line that is used for Point At. It can be used to align the bone, as here, but the bone doesn't have to be aligned with the end point.
You could also use a Null; useful too sometimes.
I will have to experiment - this seems to address a question I have been pondering about how to get IES profiles to align properly with light bulb props.
Are you applying the profile to the actual bulb or a plane attached to the bulb. If it's a primitive, you can adjust the primary axis when creating it, now.