You can change local xyz, Change pivot settings and rotate where ever you want your pivot to be. View mode will still show z up but in Local it should your set pivot. Reset xform before all of this. Also you can use dummy object to set your pivot.
Looks like you can't snap a pivot to itself. You can only snap it to another object. That's weird. I'll report that as a bug in the beta. A workaround is to snap the working pivot to a vertex, then switch to Affect Pivot Only and zero out the position. This should line it up to the working pivot.
I know this is tiny :P, but tacit math reminded me that I've always hated the default behavior of maya's polygonal combine tool, so I wrote this script to have more options - specifically for the pivots. Maybe some of you guys will find it useful :) grab it here: FBcombine.mel just drop it in mydocuments/maya/X.X/scripts…
I'd definitely model the arches separately from the pillars. The definition between the arches and the pillars is pretty well-defined in the concept - whether you make the arches one mesh or several is up to you. You can't link to an image locally, you have to upload it to somewhere like ImageShack or Dropbox. :) Not sure…
I work with morphs all day everyday here are some things that will help you out. Yep meshes must be identical, so the vert index table and the object pivots match. You must make copies in object mode not sub-object mode (vert, edge, poly, element). The reason for this is that morphs are relative to the objects pivot point.…
After trying quite a few things, I think I have found the solution. I'll detail it here for anyone who comes across this with the same issue I was having. The centre part is set up to have it's pivot in it's centre. This is so it is at a tangent to the path at all times. These are then constrained using a path constraint.…
For the scale, if you're going by 96uu as 6', you can use 1uu = 0.75". The default in Max is 1unit per 1", though I'm not sure if that actually affects anything when you're exporting or not. The default grid snap setting in UnrealEd is 16uu though, so if you set your grids in Max to have lines every 4 and major lines every…
Hmm, rebb told me about the "Duplicate Values" command which you can use to copy translation/rotation/scale from the channel box to another object, so that might be fine if you just want to align from pivot to pivot. However it seems to be harder to do more complex alignments, then again I tend to only want pivot/pivot…
Hey Vig, my workaround is actually 4 clicks and 2 drags With elements selected: - left click to activate Pivot instrument - drag to set Working Pivot - right click to exit Pivot instrument - left click to activate Axis Project instrument - drag along Working Pivot Z to flatten the selection - right click to exit Axis…
There's a fine line between smacking in the face with a design, like you would in a childs room and pulling it off tastefully in an adult setting. I admit when I read the title I thought, oh here come the cartoon propellers and plane tails sticking out of the wall... or maybe some kind of 1920's barn stormer/tinker…