View Full Version : Position object (i need help)
melampo
12-18-02, 11:57 PM
Hi everibody, i have a question:
wich is the best process to put arrange the model one in to the other (teeth in mouth, eye in socket...etc
I try to make a polimesh, but when i try to rotate the teeth, is not easy to put inside, i try to place on the canvas the dog and then to put the teeth, but is right only in a specific position; i would be able to changethe position of a whole object like a normal 3d program(eyes, teeth...)
Probably the best way is the multimarker, but when i try to rotate the single object i can't be able to rotate like with the gyro...
Sorry for my english......
By Leo
http://www2.zbrushcentral.com/zbc_uploads/user_image-1040284632boi.jpg
Hi,
You don't have to rotate with the gyro, you can just click and hold outside the model to rotate it whichever way you want. This will work for the multimarker objects I'm pretty sure.
Hope that helps. Interesting model, btw. :)
The Namek
12-19-02, 12:47 AM
I believe what he means is : rotating 1 of the object in the mulitmarker object , it feels quite weird to rotate them indeed (some inverse movement thing I think).
But I always thought if you put together your objects while marking them and you get it to look like the result you want (but snapshotted to the canvas) and then create the multimarker object it looks fine. But i'll have to try it out first :p
Northstarr
12-19-02, 03:42 AM
Hello:
I had the same problem with making multi marker objects. The problem is with the depth. When you are looking at the merged objects head on they look fine, but because the depth was off (because you couldn't tell) when rotated the teeth & eyes end up somewhere outside the head. What I do now is embed the object such as the eye into the head using the move gyro then slowly bring it out depthwise until I have it just where I want it. The trick is to put the object farther into the head and bring it out slowly so you don't increase the depth too much. Then mark it. Sort of like submerging a grape in whipped cream and then pulling it up to just break the surface. I hope this is understandable, it is hard to describe.
Northstarr - you have me on your side - the multimarkers are a hassle right now - it is very disturbing to loose gyros and not being able to precisely place objects within the multimarker.
Another thing that happened to me so many times i stopped using the multimarker is the following:
When you have a MM Object and you go in there to reposition parts of it - then hit the reposition button and draw the new MM Object it is totally messed up most of the time - that is i had about 2 successfully created polymeshes so far.
Rotation and alignment are absolutely different from the object i worked with.
Another hassle - try putting many markers in a very close place - you cant - it will only have one marker regardless if you put 10 in there if the space they lie on is too small.
I believe i am just not using the markers correctly since other people can use them - but they certainly arent intuitive to use nor are they an optimal solution to create polymeshes.
I would love to get some feedback on these issues even if my english might sound quite weird ;)
have a nice one !
melampo
12-19-02, 04:09 AM
...."rotating 1 of the object in the mulitmarker object , it feels quite weird to rotate them indeed (some inverse movement thing I think)"....
The question is the following: is possible to positioning all the object with a certain precision in a way wich i can change the point of view when i want without show errors or artifact?
If i put the obj in the canvas (for example a head..)and then i put the teeth on the canvas in to the mouth, it's look right, but i'm not sure if is in a correct position(like a ortogonal view).
The only way to move or rotate an object with other obj is to make all a multimesh.
When you do this you are able to move, scale, rotate, modify all obj in the mesh like a typical 3d program (3ds, Lightwave),but when i use the rotate tool in a multim. obj (not for the whole obj., but only for a part of this)is impossible to rotate like when you use the Gyro(try this).
The only solutions for me (but probably i'not be able to do this.....)is made the obj, export in lightwave and positioning in the modeler.
Someone can help me?
By
:qu:
Here's my approach to MultipleMarker composition: partway down the thread (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=004796).
Also, while in Edit mode you can lock the rotation to the axial planes by holding down the Shift key as you rotate. The MM group will snap to the closest plane.
melampo
12-20-02, 01:14 AM
Thank's for all reply (i'll try later)
Have a good Holiday and happy New Year
By
Leo
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