press p to set pivot when what you want to rotate around is centered or click the set pivot button the right hand side, it is located under the local transformation button.. ***edit actually you dont even have to cent the object.. just press it when everything but what you want to rotate around is centered..
perhaps F12 where you get the transform type in box (while still beeing in scale mode [R]-key ),- where you have the "spinners" to the right of each input field- with those you can adjust the values on a more accurate level. might post a screenshot tutorial of what I wrote earlier with the next post
Sorry, I didn't read your reply properly kawe you're basically saying the same thing. I think the tool to make the normals all face the way is under Normals>Conform. n88tr, if you find it is backfacing polys give that a go, along with edit>delete all by type>history, and modify>freeze transforms
Try clearing the Transform and Scale under the Heirarchy tab. Apply an Xform modifier or reset the Xform of selected under the Hammer Tab. If you modelled from a plane, it might be stretched in a flat way, where it might be thicker at certain viewing angles. Imported models can have similar glitches where scale is blown…
if your problem with compositing apps is that the node networks grow large and hard to read then look for functionality to organize nodes within groups to condense a bunch of nodes into a single, expandable icon. the old shake has that, for starters. probably a standard feature everywhere.
then just group your transforms…
Check and make sure you're exporting normals/smoothing groups, and also check to make sure that your normals/smoothing groups properly represent the surface type you're looking to create. It's also worth resetting transforms before you export, triangulating before exporting, and switching to *.OBJ if you're using *.FBX,…
Yeah Bartalon, in orthographic views i am not able to move the joints when in edit pivot(insert key) mode, using Maya 2015. While pressing W i can move joints but when i switch to edit pivot mode the transformation locks up, i cannot move the joints. Trying to learn rigging :) .
that was total badassery its funny to see how relatively lowpoly his models are. its all shader and lighting. oh man , thats the first time ive seen someone work in after effects (im assuming thats it?). blows my mind how you can take a straight up bland render and completely transform it.
Seconding the export/reimport. You could also try combining your object with a fresh cube, delete the history, free transforms, etc., then delete the faces of the cube. The idea is to try to make maya forget what is causing problems with your object by taking properties from an object you know works (i.e. the new cube).
Delete history and freeze transforms. Look at the hierarchy in maya's hypershade - have it selected then hit the preview button (looks like " [>> ") Export it out as an obj then reimport it into maya. If it imports with the same issue something is definitely wrong and might be easier to remodel that portion than…