Hi, I saw a nice post on next gen assets and in the middle I found this gif to explode a model scaling the pivots (Alt+ in Blender): Is it possible to do a similar thing in Maya? Until now I always moved the meshes one by one.
Hi out there! I tried to move the pivot in Maya on my laptop the common way (Ins), but nothing happens- have even tried to come around with mel trying it on my other computer (no laptop, it works as it should), but did´nt work either...! plz help!
Max 5 I have a line of Omni lights in a row. I apply a bend modifier to all of them. The lights move to the new loc. but their respective pivot points stay in the original pos. I need the pp to centre to the light.Yes I could move them individually but there are hundreds of them. I've tried: -making them unique -centre to…
I am having a problem in 3ds Max when trying to move around vertices. When I select a vertex and zoom in all the way i can see that the pivot is not in the center, so i cant allign it with anything :( Thanks for any help
Hey, I have an issue. My wrist gets broken when rotating my weapon. I create an aux pivot and place it approximately at the contact point. I do a simple rotation and hit play. It seems to bot follow the weapon and kind of bugs out. Video below: https://www.youtube.com/watch?v=cjjE94zxEN4&feature=youtu.be
Hey, a very silly noob question for Max, but is it possible to align the pivot in the direction of the vertex normal?? (pic)... thus allowing vertex's to move in the normal direction rather than on a wonky axis...
Ctrl+tilda is the hotkey to toggle world/local You can set a temporary pivot by holding Alt+MMB and drag it to wherever. It will reset to the default pivot when you click off.
So I am trying pivot painter with Blender and Ue4, the addon uses vertex color to store certain info ue4 uses. So I am thinking of creating another vertex color layer for baking ao to vertex color. Can ue4 import two vertex color layers and can they be used seperately?
Hey team, In Maya, is there a script or way to quickly set/reset the pivot point of a mesh to the origin at 0, 0, 0? As opposed to pressing insert and doing it manually?
Hey there, got a sticky situation - have a rigged character with animations, but the pivots on the character's right-hand limbs are flipped, and when in-engine the animations are also therefore flipped. Is there any way to fix this without having to re-do the animations? I'm using a custom bone rig.