Humm if its not the pivot that is causing it, you might be able to animate/morph the path spline flat, apply the spacing to the flat state then morph/animate it back to the original state. You might have to skin or skinwrap the rivets to the path to get them to follow along.
Or... you could use the PathDeform(WSM) modifier, very similar idea, not quite as flexible but it wouldn't twist each object.
The spacing tool uses one particular axis to determine the orientation, if this axis is not aligned with whatever you want to clone and space it will do horrible things. If you rotate your object its local pivot changes, that´s what you did. You can do the same if you just turn the pivot itself with Adjust Pivot ->Affect Pivot only.
In the picture i rotated the Local Pivot 90 degrees.The normal gizmo represents the worlds orientation. the other one the orientation of the object itself.
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dont think its cause of the rivet cause its facing ok in some parts and some dont?
yea tried that, i also made and box and tried it too, some rotation problems, some places ok some getting weirdly flipped
O_O
u should look only on the 2 big circles, all the other ware fixes manually but it really annoying and time consuming
Or... you could use the PathDeform(WSM) modifier, very similar idea, not quite as flexible but it wouldn't twist each object.
but I would investigate the pivot point first...
does this pic help?
thanx for the help
Note how the World Pivot is facing in another direction as the local one.
on your pic here, can u explain the meaning of it? maybe this is what happend but not sure
thanx guys!
In the picture i rotated the Local Pivot 90 degrees.The normal gizmo represents the worlds orientation. the other one the orientation of the object itself.
thanx
lol