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Topic: Symmetry Plane (&Mesh Pivot Orientation) Changes After Freeze Object Orientation  (Read 5647 times)

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  • Posts: 496
  • Triangle
May 25, 2013, 03:43:28 pm
Hi! This is kind of strange: For example, when I have 2 or more meshes in an object and each has its own symmetry plane, after >Freeze Object Orientation< the symmetry plane of one mesh changes as if it was rotated relative to the object pivot according to the new orientation, whilst the mesh itself stays in place. Take a look at the picture below to see what I mean.

I would expect the symmetry planes to stay aligned to the meshes as they are. But I can see, that the mesh pivot's orientations get changed as well, so this could lead to symmetry planes not being aligned to mesh pivot axes (if rotation is other than 90°).
The current bahvior seems like a bug to me and I don't know what the best solution would be, just that it's odd.
I guess, mesh pivots shouldn't change their orientation after >Freeze Object Orientation<?

  • Posts: 496
  • Triangle
May 25, 2013, 06:33:41 pm
I've made a video while playing around with the symmetry feature to show off some weirdness in relation to the mesh pivots.
It seems like there are mesh pivots, which get used by the symmetry feature to pin the symmetry plane to. But NVil has no way of displaying the Mesh pivots or manipulating them seperately from the object pivot.

http://youtu.be/GHp5JGJHPgQ
I would want the symmetry plane of the extruded cube to be on it's center loop, which was the former boundary.

I also will propose some feature requests here: If there are mesh pivots, I should be able to manipulate them, just like with the object/mesh pivot tool, but without touching the object's pivot. In the Pivot tool, there should be operations to set the pivot (object & mesh pivots seperately) to selection center.

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  • Polygon
May 25, 2013, 09:14:15 pm
You can manipulate mesh pivots in Bone mode.

  • Posts: 496
  • Triangle
May 26, 2013, 05:20:56 pm
You can manipulate mesh pivots in Bone mode.

Ok, I never even looked once at the Bone feature, because I thought it was a remnant of sorts. So I activate Bone mode and check "Meshes Locked", but I still lack the functionality I got with the other pivot tools, like orienting to a snap target. And I still find it impractical, that the child bones change their overall position after 'Freeze Object Orientation', because as a result they are not aligned with the meshes anymmore. So the relative position and orientation to their parent bones should be recalculated, so that they stay in their absolute position. Is that reasonable? Or does that have implications on other things? Otherwise I'd always have to save transforms for every mesh, before using that command, so that afterwards I could reset the bones/mesh pivots to their previous positions.

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  • Polygon
May 27, 2013, 10:22:26 am
The 'Freeze Orientation' is for cases where an object only has one mesh so as to maintain the object pivot and the mesh pivot the same.

You can use the visual pivot tool to manipulate the object pivot only. Also there is a related object pivot only streamline tool.