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› Adjusting pivot point in Gmax
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Adjusting pivot point in Gmax (Read 1630 times)
Nov 27
th
, 2009 at 3:20am
JakesF14
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Blistering Barnacles!
South Africa
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Posts: 1866
When adjusting the pivot point, I go to Hierachy, and select adjust pivot point only, and move the desired point to the correct position. no problem with that. but how do you adjust the pivot axis? For example, my ailerons is at an incline, and the pivot axis also needs to be adjusted to that axis. and When that axis is adjusted, will it also reflect in FS2004 - what I mean, I can use the default L_Aileron and R_Aileron animation and not neccesarily the keyframe animation??
(i've tried to rotate the pivot point , but when animating it still pivot around the normal axis, and not the degree desired)
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Reply #1 -
Nov 27
th
, 2009 at 7:13am
Brett_Henderson
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You'll see a pull-down (underneath 'Customize', on the tool-bar).. that has the default value of, '
View
'
It selects the transform orientation. Try '
Parent
' for the transform orientation.
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Reply #2 -
Nov 27
th
, 2009 at 7:50am
JakesF14
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Colonel
Blistering Barnacles!
South Africa
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Posts: 1866
Brett_Henderson wrote
on Nov 27
th
, 2009 at 7:13am:
You'll see a pull-down (underneath 'Customize', on the tool-bar).. that has the default value of, '
View
'
It selects the transform orientation. Try '
Parent
' for the transform orientation.
AWESOME!!! Thank you so much!
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Reply #3 -
Nov 27
th
, 2009 at 10:24am
Felix/FFDS
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Brett_Henderson wrote
on Nov 27
th
, 2009 at 7:13am:
You'll see a pull-down (underneath 'Customize', on the tool-bar).. that has the default value of, '
View
'
It selects the transform orientation. Try '
Parent
' for the transform orientation.
Brett - when transforming the pivot point of an object, especially when it is an animated control surface, I tend to do it (in gmax) in "local" mode vs parent mode.
Would there be a major difference?
Felix/
FFDS
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Reply #4 -
Nov 27
th
, 2009 at 12:20pm
Brett_Henderson
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EVERY OUTER MARKER SHOULD
BE AN NDB
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Posts: 3593
Felix/FFDS wrote
on Nov 27
th
, 2009 at 10:24am:
Brett_Henderson wrote
on Nov 27
th
, 2009 at 7:13am:
You'll see a pull-down (underneath 'Customize', on the tool-bar).. that has the default value of, '
View
'
It selects the transform orientation. Try '
Parent
' for the transform orientation.
Brett - when transforming the pivot point of an object, especially when it is an animated control surface, I tend to do it (in gmax) in "local" mode vs parent mode.
Would there be a major difference?
You know ? That's a good question. As many hours and years as I've spent learning Gmax.. I still kind of blast my way through a project, like a bull in the proverbial china shop
Sometimes, for animation transformation; 'Parent' works.. sometimes, 'Local'.
By literal interpretation, you'd have to think that it would have something to do with whether or not the part is linked.. but I honestly don't recall consistent enough results to state anything absolutely.
I'm too preoccupied with the vision for what I want to happen, and just keep trying stuff, until something works. I can't separate my internal artist, from my internal engineer..
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Reply #5 -
Nov 27
th
, 2009 at 12:23pm
Brett_Henderson
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EVERY OUTER MARKER SHOULD
BE AN NDB
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Oh.. wait a sec..
Transforming the pivot ? Or transforming the part AROUND the transformed pivot ?
Maybe that would matter ?
I always transform the pivot, from 'View', because I line it up by sight.
Then, I transform the part (animate it), by 'Parent' .. so that it rotates around the 'new' axis.
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Reply #6 -
Nov 27
th
, 2009 at 1:07pm
JakesF14
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Blistering Barnacles!
South Africa
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Two great minds sitting around a table,discussing what they already forgot...and here Iam sitting in a corner...catching tips.... Thankyou for sharing your knowledge. It is much appreciated!
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Reply #7 -
Nov 27
th
, 2009 at 1:18pm
Brett_Henderson
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EVERY OUTER MARKER SHOULD
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These concepts are being tested as we type.. This V-tailed Bonanza has some unique animation.
The two
'rudder-vators'
have to go up/down in unison, when the yoke is pushed/pulled... but at the same time, the have to be differentially moved by the rudder pedals.
The real Bonanza has a neat set of linkages to accomplish this.
AND.. the trim-tabs moving along with these 'rudder-vators' have their own, reversed, elevator animation.
It's not as tricky as it sounds.. but it puts the theories discussed here, to the test..
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Reply #8 -
Nov 27
th
, 2009 at 5:04pm
JakesF14
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Blistering Barnacles!
South Africa
Gender:
Posts: 1866
I never realised how much work and intellegence went into a model until now,and now i appreciate the work of designers even more!!
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Reply #9 -
Dec 9
th
, 2009 at 5:13pm
jaime
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I can haz fail now?
Posts: 248
Brett_Henderson wrote
on Nov 27
th
, 2009 at 1:18pm:
These concepts are being tested as we type.. This V-tailed Bonanza has some unique animation.
The two
'rudder-vators'
have to go up/down in unison, when the yoke is pushed/pulled... but at the same time, the have to be differentially moved by the rudder pedals.
The real Bonanza has a neat set of linkages to accomplish this.
AND.. the trim-tabs moving along with these 'rudder-vators' have their own, reversed, elevator animation.
It's not as tricky as it sounds.. but it puts the theories discussed here, to the test..
Indeed it does, and the V tails do have a unique set up, too bad I didnt grab a picture or two of the set up...
But yea alot of though goes into the planes, and before you know it you wind up with a beautiful master piece!
one of the starters of the burner pandemic
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