Inconsistent axes problem

Sometimes when I apply a pose to a character in a scene or when I import a prop into a scene, the orientation of the xyz axes are not the same orientation of the basic scene plane.  I am attaching a .duf here where I simply applied a pose to the character.  If you look at the xyz axes of the character, you will see how it is tilted and not aligned with the xyz axes of the basic scene plane.  I am including an image as well here from  the duf showing the icon of the tilted axes below the base of her feet.  Moving the x,y and z axis sliders will not correspond to the basic scene plane making it almost impossible to get the character into the position desired in the scene.  Is there some way to make the xyz axes for all objects in a scene consistent with each other?

duf
duf
test.duf
183K
axes problem.JPG
1116 x 1056 - 92K

Comments

  • felisfelis Posts: 4,311

    I haven't downloaded your pose, but I would assume that you have used figure rotation for parts of the pose, where you should have used hip rotation.

  • felis said:

    I haven't downloaded your pose, but I would assume that you have used figure rotation for parts of the pose, where you should have used hip rotation.

    I guess I didn't quite make myself clear.  The position of her body isn't the problem.  She is in the pose I want.  But if I try to use the x, y, or z sliders for either translation or rotation of her ENTIRE body, the position moved will not correspond to the x,y and z axes on the floor.  If you see in the picture, the axes don't correspond to the floor axes (which I think may be called the "universal axes", but I forget now).  If you just load the duf in VS, you will quickly see what I mean about trying to move the character in relation to the objects around it. 

  • felisfelis Posts: 4,311

    Case is , if you are rotating the figure you are rotating the bounding box and the axis orientation.

    So in order to keep the axis straight, you should not rotate the figure as part of the pose. If such rotations is needed it should be done with the hip bone.

    So in order to correct your pose, you should move your character rotations to the hip.

  • felis said:

    Case is , if you are rotating the figure you are rotating the bounding box and the axis orientation.

    So in order to keep the axis straight, you should not rotate the figure as part of the pose. If such rotations is needed it should be done with the hip bone.

    So in order to correct your pose, you should move your character rotations to the hip.

    You still aren't undestanding what I am saying.  I said that the pose is fine. It doesn't need to be corrected!  If you simply opened the .duf I provided here and try to move the charater from one place on the screen to another, or try to even rotate it, you will not get the results you desire.  YOU MUST LOOK CAREFULLY AT THE AXES icon that is in the example jpg I provided.  You will see that the axes are tilted.

  • felisfelis Posts: 4,311

    Your duf file is not a pose file, it is a scene file, resulting in something completely corrupted.

    And if you move the rotations from the character to the hip, you will remain the pose, but align to the axis.

  • Richard HaseltineRichard Haseltine Posts: 100,781
    edited April 2023

    The axes are titled because the node you have selected is rotated, as felis says adjustments for stance should be made usign the hip bone, then the figure node  can be used for world-placement (position and orientation). You could, if you don't ant to or can't readily move the rotations to the hip, parent the figure to a null node (Create menu) and use that for placement.

    You could also, if you want to use the Viewport Gizmo, just switch the coordinate system to Universal in the Tool Settings pane - but that will not help if you want to use the sliders.

    Post edited by Richard Haseltine on
  • felis said:

    Your duf file is not a pose file, it is a scene file, resulting in something completely corrupted.

    And if you move the rotations from the character to the hip, you will remain the pose, but align to the axis.

    I really can't see what you mean by "move the rotations from the character to the hip."  If I select the hip and then use the Transforms sliders, I have the same problem.
     

  • davidpratt14davidpratt14 Posts: 38
    edited April 2023

    Richard Haseltine said:

    The axes are titled because the node you have selected is rotated, as felis says adjustments for stance should be made usign the hip bone, then the figure node  can be used for world-placement (position and orientation). You could, if you don't ant to or can't readily move the rotations to the hip, parent the figure to a null node (Create menu) and use that for placement.

    You could also, if you want to use the Viewport Gizmo, just switch the coordinate system to Universal in the Tool Settings pane - but that will not help if you want to use the sliders.

    Yes, that was the solution!  I created a Null node and then parented the figure to it.  I was then able to move the Transforms sliders on the null object and it moved the character as I would want it to. Thanks for the explanation!  As for making the adjustments from the hip bone, I selected the hip bone and then tried to use the sliders, but it didn't solve the problem, so perhaps I don't understand what you are saying there. But I am ok now thanks to that null object!

    Post edited by davidpratt14 on
  • Richard HaseltineRichard Haseltine Posts: 100,781

    Make the adjustments to the orientation via the hip, so that the rotations on the figure stay at zero - in general a pose should not use the figure node at all, and a placement pose (to place the figure within the scene) should only use the figure node.

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