How to change origin axis of figure/prop?

Hi,

I've got a room figure that loads somewhere other than the central coordinates of the scene. I'm trying to move the room's x,z center to the scene's x,z center and rotate it to get a different orientation for the room. But all rotations are performed against the scene's center rather than the room's center, which is frustrating. I'd like to know how to make the figure rotate around it's own central axis rather than rotate around the scene's axis. I've been digging around the Studio 4.8 interface trying to figure out how to make that happen, but no success so far. I'm sure it's a simple thing, but I can't figure it out.

Any help would be appreciated.

Comments

  • Ive always wondered if this was possible as well. I know that if you load an object into Hexagon you can change the axis origin. Seems like this should be a native function in DAZ considering how useful it would be.

  • frank0314frank0314 Posts: 14,048

    Adjust the center point of the room in the joint editor

  • SzarkSzark Posts: 10,634

    Two ways, first as frank mentioned the joint editor tool by manually moving the rend and green markers to the middle of the room. Best to use orthographic cameras for that. Or second option is to load a Null (Create menu) at the center and parent the room to the null, drag and drop in the scene pane. Then use the null to rotate etc.

  • Gr00vusGr00vus Posts: 372

    Thanks for those suggestions. I'll give them a shot.

  • larsmidnattlarsmidnatt Posts: 4,511
    Szark said:

    Two ways, first as frank mentioned the joint editor tool by manually moving the rend and green markers to the middle of the room. Best to use orthographic cameras for that. Or second option is to load a Null (Create menu) at the center and parent the room to the null, drag and drop in the scene pane. Then use the null to rotate etc.

    The null method is what I use the most. It lets you have mutliple items attached to it!

    Also good for swords and stuff that might not be anchored where you really want. You can leave the original joints as they are in case you need them for poses later, but make a null for temporary use.

  • SzarkSzark Posts: 10,634

    if you want multiple items grouped you can use the Create New Group (same menu as the Null). This allows you select all the items first and Create New Group will ask you if you want the items parented to the Group. The main reason I like using a Group is that you can also hide all the items parented in one go by just hiding the Group object.

  • Sky HndxSky Hndx Posts: 142

    Ive always wondered if this was possible as well. I know that if you load an object into Hexagon you can change the axis origin. Seems like this should be a native function in DAZ considering how useful it would be.

    Whenever I'd create a model in Hexagon I would zero its postion in the Properties window before exporting.  When I'd open it in DS it would open with the manipulator in the center of the model.  When I upgraded to DS 4.8 I noticed whether or not I zero them the models now open with the manipulator centered at its bottom.   Now I have to adjust the center point with the joint editor becuse I don't like having the manipulator at the bottom. 

  • JQPJQP Posts: 511
    I prefer Nulls to Groups. Both have a habit of randomly showing themselves (their axis marker) in the Viewport, which I find annoying. If you turn off a Null's visibility, that setting doesn't propagate to or overide visibility settings for parented objects, which it does if you're using a Group. I only use Groups for stuff that's a PITA to turn visible/invisible, like figures or props that have sub-objects that don't inherit settings from their parents. I do like how anything selected is automatically parented to the new Group, though.
  • Gerry1Gerry1 Posts: 12

    I seem to remember that there are even a few scripts for were: MOVE ORIGIN and MCJ SET ROTATION ... .... .... Search, search, search .... Found !!!
    Here are the links:

    http://www.4shared.com/dir/722776/10801f63/DS_Scripts.html#dir=Gl1KlH4s

    https://sites.google.com/site/mcasualsdazscripts3/mcjchangeorientation

  • edited September 2016

    ~

    Post edited by laststand@runbox.com on
  • DartanbeckDartanbeck Posts: 21,551

    Gerry1 said:

    I seem to remember that there are even a few scripts for were: MOVE ORIGIN and MCJ SET ROTATION ... .... .... Search, search, search .... Found !!!
    Here are the links:

    http://www.4shared.com/dir/722776/10801f63/DS_Scripts.html#dir=Gl1KlH4s

    https://sites.google.com/site/mcasualsdazscripts3/mcjchangeorientation

    I know that a lot of time has passed, but I want to thank you for this! Sometimes manual aligning in DS just kills me. I'm always looking for an "Align to Center" option (like Carrara has) that just doesn't exist!

     

    From mcasual's instructions, using this script I can:

    1. Drop in a Null where I want the object's origin to be
    2. Select Null
    3. Ctrl Select Object
    4. Launch Script
    5. Click "Set Origin to Marker 1" button
    6. Done

    Thanks again!

    Not sure if DS got this feature on its own yet. If not... why? You can't tell me that people don't go absolutley bonkers doing this by hand every single time for a simple "Center" of origin!

Sign In or Register to comment.