new bee question sorry

edited December 1969 in The Commons

hi sorry to be a pain but what is the best way to use the joint editor tools to ensure that an object in my case a circle so that it rotates correctly ?

Currently I am a little lost as how to correctly use the joint editor tools.

My difficulty is I have created a aeroplane nose cone with the blades and wish to rotate this using the z parameter.

It may be easier to use hexagon to change the point origin but I do not use hexagon enough to remember how to do this.

I did have a nifty script that changed the point of origin on any object but since my new update I have lost these scripts.

At present my blades do not rotate around the exact centre of the object and when animated this shows.

If someone would be kind enough to help many thanks

aroplane_Daz.png
682 x 535 - 49K

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,804
    edited December 1969

    You will need to do two things - align the axis of the joint to the centre line of the nose (it would have been easier if the fuselage was modelled horizontal, rather than tilted in the landed position) and line it up with the centre of the nose cone. Both are done with the Joint Editor tool. If you have a vertex that lines up with the centre of the nose (does the centre of the rear fuselage do so?) you could switch to wireframe, line the centre or endpoint up with the vertex on the tip of the nose and line the end or centrepoint up with the tip of the fuselage (or whatever), then use the Align command to snap the axis into place - at that point the twist control should spin the prop.

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