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Author Topic:   yet another question for BR
JT
Pilot
posted 01-13- 02:38 PM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
Sorry to bug you again, Bryan.... I know I ask too many questions...

Should I be setting pivot points for moving parts while I'm in Max or should I do that stuff in OP Studio?

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Bryan Russell
Pilot
posted 01-13- 05:26 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
The beauty of the way the DOF's work in OpenPlane is that the rotation Axis doesn't necessarily have to be anywhere near the origin of the model, or aligned with any axis. Having said that, I have added a feature in OPS that will align the DOF with a particular axis and place it at the models origin. It doesn't work well enough to rely on at the moment, but if you're looking to define a axis and pivot point in MAX then I would suggest that you make the rotational axis as you want it to appear in be along one of the MAX axis, when the MAX object is at its default matrix. To see the "default" matrix open the MAXScript listener, and type '$.transform = matrix3 1' for the currently selected item or '$name.transform matrix3 1' if you know the name. You can use Ctrl-Z (which is undo) to put it pack when your finished.

To line up the axis, you can do this:


in the listener window type:

old_mat = $name.transform
$name.transform = matrix3 1


Now use edit mesh:vertex mode and rotate/move the vertices (which will move the faces, and mapping as well) until it is where you want it. Then exit vertex mode and in the listener window type:


$name.transform = old_mat


You will probably need to line up the part again. Bear in mind that the pivot point will define how the object "tumbles" through the air when detached so find the best compromise. For example, wings and the like would be better with a pivot point right in the centre of the mesh while it wouldn't matter for rudders and other control surfaces.


Bryan

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