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marquesbill
13-03-2006, 10:15 PM
Hi ! I was modeling a simple character to animate - and was surprised when rotating the forearm tris crazy thing happened, I really dont know why just this model did it. All on it are simple meshes, starting from boxes. There's a standard hierarchy too (links of the hierarchy on pic). I did some moves of the guizmos, to get better realistics joints, just like I usually do. Do u have any idea what i can do to fix it?

http://marquesferreira.sites.uol.com.br/strangerotation.jpg

mim
14-03-2006, 02:07 PM
Try to unlink all, and make hierarchy again; hope it correct; although maybe a problem with constraints also! :(

marquesbill
14-03-2006, 03:14 PM
Man, I made it agaian, the forearms, the legs and the feet - it works fine nwo, but I really dont undestand what hapened...

Freespace-3DT
14-03-2006, 04:32 PM
I really dont undestand what hapened...
Your objects are not uniformly scaled over the three axes. Whenever you scale an object, do it from within an Edit Mesh or Edit Poly modifier, not directly with the Scale Tool. That's the problem. When non uniformly scaled objects are linked together, rotating certain ones will deform the others in the hierarchy.

marquesbill
15-03-2006, 03:00 AM
thkx man - I'll see what I can do...

eeek
20-03-2006, 11:09 PM
Unlink everything, and apply a reset xform to each part. Collapse the stack and re parent.

RULE:
Never non-uniformily scale objects if there is a heirachy invloved. Rotations a relative to there parent and scales is the unit length of the matrix that derives the rotation. Position is the 4 row of the matrix is unaffected, but rotation and scale are intertwined.

By using an xform you give the objects there indentity matrix ie. normalised [1,0,0],[0,1,0],[0,0,1],[0,0,0]

Sub-object mode such as vertex are in world space, there origin [0,0,0], so dont have an impact on the object transform pivot.