Tagged 'transform'

circleArrayMaker

15 votes

Similar to array, but always rotates your objects to make a complete circle.

Explode SketchUp

6 votes

I found when exporting from Sketchup in 3DS format I tended to use 'Export: Objects in Heirachy' which keeps the names of the objects in the transfer.

Editable Poly to ADD Edit Poly (vertex transformer)

8 votes

(vertex) to ADD as Modifier (vertex position) for clone Object

Incremental Transform

14 votes

A script to move or rotate an object set of ObjName[_###] Will work on multiple ObjNames, but provides confirmation request for mis-matched object base names. Objects are sorted in alphanumeric name order for incremental transformation, i.e., obj_001 +10 deg., obj_002 +20 deg, obj_003 +30 deg...

Axis-space selectable. Not very elegant, but seems to work OK.

Set individual transform keys

13 votes

Need to key only the X position, or the Z rotation? This is a very basic script that pops up a little window having position X, Y and Z buttons individually, and the same for rotation. I left scale out of this since you'd have to assign a new controller for that to happen individually.

Clever Move

3 votes

This script cycles through the coordinate system of the move tool. Press once for 'View' - again for 'Local' and once more for 'Parent'. Each press advances a coordinate system. Best when mapped to the 'W' key - replacing the standard 'Move' Tool.

UI_Align_Pos_Z_Center_To_Center.ms

5 votes

Align Position Z of selection to target from Center to Center

Clever Rotate

4 votes

This script cycles through the coordinate system of the rotate tool. Press once for 'View' - again for 'Local' and once more for 'Parent'. Each press - advances a coordinate system. Best when mapped to the 'E' key - replacing the standard 'Rotate' Tool.

UI_Align_Pos_Z_Pivot_To_Pivot.ms

2 votes

Align Position Z of selection to target from Pivot to Pivot

OrientToFace

7 votes

Shoots a ray through the scene to determine the closest face on any object then sets the viewport transform matrix so the this face is oriented perpendicular to the view.

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