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centering issue...3dsmax

polycounter lvl 12
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Rockley Bonner polycounter lvl 12
I dont know what this is called. But is effecting my symetry In 3ds max....

pivm.jpg

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  • .morph3us
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    .morph3us polycounter lvl 14
    try resetting the xforms and the pivot point?
  • nfrrtycmplx
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    nfrrtycmplx polycounter lvl 18
    also, make sure you're exporting with your pivot at the center of your object... if you're exporting off center this will have the potential to mess up your situation.

    most importantly try not to translate or rotate your object in zbrush... this can cause issues when re-importing your object as well.

    There are ways around this, but these are the simple things I try to do when going between ZBrush and my 3D package... seems to work for me.

    Definitely reset your xform and collapse your stack as was mentioned previously.
  • Mark Dygert
    Command panel > Hierarchy tab (3 linked boxes) > Turn on Affect Pivot Only > Click Center Pivot Point.
    (If your mesh is symmetrical it will put the pivot point in the center, but if one arm is longer than the other then it won't fall on your center seam.)

    Next turn off "affect pivot only" and move the model to the world 0 0 0 spot. You can do this by using the type in coordinates box down in the lower right.

    Also wrote a script that helps with this sort of thing.
    http://www.scriptspot.com/3ds-max/scripts/scene-clean
    SceneCleanUI.jpg(pivot to world zero)
    Left Click: Sets the pivot point to the lowest center point (normally between the feet) then moves the model to world 0 0 0.
    Right Click: Will also reset the transform matrix and resets xform and then centers the pivot and moves the model to world 0 0 0.

    To install:
    Run the script once from anywhere, or drag it into the 3dsmax viewport. It will now be available in Customize > Customize User Interface > Category: VigTools
    From there you can assign it to the UI on the respective tabs (keyboard, toolbar, quad menu)
  • cptSwing
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    cptSwing polycounter lvl 13
    ^ what's the mat/shad+Wire Color script do, by the way?
  • Mark Dygert
    Applies the Matte/Shadow material which is used to capture and composite shadows. If you have a object rendered separately you create geometry that the object will cast a shadow onto, you want to capture the shadow but not render the geometry. I often get an environment and have to render a character separately but the shadows need to be accurate, so I apply matte/shadow to all the geometry and get rid of all the materials in the scene.

    It also assigns the wire color of the objects to be whatever you have set it the above box (defaults to black my personal preference but you can change it to whatever you like).
  • Rockley Bonner
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    Rockley Bonner polycounter lvl 12
    Thanks guys, I think ive fixed it. But now it refuses to export. I cant give any screen shots right now because im posting from my phone, but does anyone have any export setting tips?
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