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Positioning and Pivot Points


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4 réponses à ce sujet

#1
AmstradHero

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Simple question: When dealing with model placement, why do we have both absolute and relative position? It is not possible to edit them independently, so I'm not sure I see the point.  I could see a use for them if we were able to reset the relative position to 0 and then use that as an offset to facilitate nice placement (e.g. adding or subtracting 8), but we can't.

Also, is there any means to modify the pivot point of some of the models with the editor? Some of them are extremely unhelpful (e.g. the blades of windmills), making positioning (particularly rotation) more difficult than it should be.

#2
FergusM

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I believe relative placement works on the current rotation. For example, if 'down' for an object is at a weird angle. If I want to move the object down that axis, I can change the relative z. Or if I want to actually move it straight down, I can change the absolute z.


#3
DarthParametric

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The only way to change the location of a model's pivot would be to edit the model and change its position in relation to the world axis. Depending on what the object is, it shouldn't be too dramatic.

#4
AmstradHero

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Ah, thanks Fergus, I knew there had to be some good reason. I guess most of the time I've been fiddling with non-oriented objects when I've played with it.

DarthParametric: I thought that might be the case. Probably not a lot of work for people familiar with importing/exporting models in DA, but I imagine those that do have better things to do with their time than to save a few moments here and there in level editing!

#5
DarthParametric

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You never know unless you ask. The first thing to do would be to post a list of the models you have issues with.



Btw, I would guess that the reason the windmill blade is set up that way is so that you can position it precisely simply by using the same co-ords as the base.