x y z rotating not among own axis

jstiltonjstilton Posts: 134
edited December 1969 in Daz Studio Discussion

hi,

a long time annoyance that i never was able to solve is the fact that some objects or figures, in some circumstances, when you try to rotate them, don't rotate around their own x, y or z axis, but around some other, imaginary one, thus making very wide turns, and making it very difficult to position them correctly. is there any way to counter this? like reset their rotation or something?

thanks!
J

Comments

  • Richard HaseltineRichard Haseltine Posts: 97,886
    edited December 1969

    That means you have a pose that is moving the figure by the first bone (hip, on humans) and not by the figure itself, but you are rotating using the figure. Poses shouldn't do that, except as needed for multi-figure poses or to place the feet on the gorund, but many do. The fixes are: rotate using the first bone instead of the figure, or zero the translations on the first bone so that it isn't offset from the figure.

  • RoLoWRoLoW Posts: 341
    edited December 1969

    Another possibility, which I have run into when using imported objects, is that the object center is no longer "with" the object in its position in 3D space but still at World Center. Almost every object/figure used in DAZ Studio is given one bone. It has a beginning point (called the center point) and an end point. The center point is considered the object center for translating, rotating and scaling. You can use the Joint Editor to see where the object center (center point) is located as a green set of arrow handles. The end point is colored red. If this is the problem, just move the center point to the opposite side of the object from where the end point is located or within the object where desired.

    DS47_ObjectCenter.png
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