Jump to content
Hash, Inc. - Animation:Master

About pivot points


Heiner

Recommended Posts

Hi there,

I am currentlz remoddeling a very complex polygon model using the snap to surface function.

My idea was it, to cut my polygon modell into pieces, save them as individual models, import

them into my modelling chor, and then switch model by model visibe or invisible as i need it.

But, as far as I know AM does not know steady pivot points, and every model i Import has a

different pivot, which makes it very anoying to asssemble my parts. Any Idea how i can maintain

the pivot points of the importet polygon modells?

cheers

Heiner

Link to comment
Share on other sites

  • Replies 4
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

  • Hash Fellow

If you have imported the polygon as an actual A:M model you can go into bones mode and move the model bone origin to make the pivot anywhere. If you know the coordinates of the pivot in the polygon program you could write those down and plug them into the model bone's properties in A:M

Props have a similar model bone property but it appears not to be editable. Perhaps there is a work-around in constraining them to another bone that woudl serv as your pivot.

Link to comment
Share on other sites

  • 2 weeks later...

Join the conversation

You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...