Align Pivot To Knot | Vertex
With this simple script you can easily place selected object pivot (Spline or Geometry) on selected knot (segment) or selected vertex (edge, poly).
Upadate v1.5: Pivot On SubSelection
Supported objects:
Line, Spline Shapes, Editable Poly, Editable Mesh, Editable_Patch
Supported modifiers:
Edit Spline and other modifiers whose first sub-object level is Vertex mode.
After you install this macro you can find it under the category "bgaTools"
>>> update 1.1 - undo and redrawing are turned off
>>> update 1.2 - Depending on Sub-Object level pivot will be placed at center of sub-selection (vertex , knot, segment, edge and face). If more then one sub-element is selected then location of pivot will be at average center or at object level mode in bounding box center.
>>> update 1.5 - Added option for placing pivot at top, center and buttom.
NOTE: Works with any object type (of course selection count must be 1).
Also in case of group: Open group, select group helper, run this macro and close group after.
Attachment | Size |
---|---|
bga_pivot_on_subselection_v1.2.mcr | 2.11 KB |
bga_pivot_on_subselection_v1.5.mcr | 3.57 KB |
Comments
it seems not to work in 2012
it seems not to work in 2012
...
If you have selected edge or any other sub-object level pivot will be aligned at average center without showing any dialog. Also check if your reference coordinates center is "View" and "Use Pivot Point Center".
If you not in sub-object (object level) then you get dialog.
I'm use max2014 and max2015 and tool work fine
bga
2012
Hi, is it working with 2012? I am not getting it. If I select an Edge and call the script, nothing happens? If I select an box and call the script I get an little window asking me where to place the pivot? Top, Center, Bottom. I thought I could align the pivot to an edge?
Nice script :) Thanks for
Nice script :) Thanks for sharing it!!
...
Thanks ;)
bga
Love it!
I'll be using this one for sure, thanx.
update 1.2
New tool >>> Pivot On SubSelection
bga
alignment to normal
Hi, barigazy. Thanks for nice script!
It would be great if "Align Pivot To Vertex" will take into account vertex normal. Especially on 2-point splines in rendering mode "enable in viewport". In such case you will be able to place pivot directly in the center of the cap and align it to spline`s direction. Then work in local space of the object: drag vertices along axle or convert to editable poly and then treat it as primitive (cylinder or box). This would be just great for modeling tubes, pistons and all sorts of handles.
@lantlant
It's not better but fester.
With this tool you select knot or vert and press macro button.Done
Using snap you need to check first snap option (pivot and verts) then go to "Hierarchy" tab, check "Affect Pivot", then aligne pivot to vert.Done
You see you have more steps for that. Sometimes it's quite annoying checking and unchecking snap options and if you have very dense mesh is difficult to snap pivot to verts.Right? :)
Anyway thanks for comment and vote.
Cheers!
bga
I like the script +1 :) But
I like the script +1 :)
But why is this better than the snap?
(a snap encore primitives also work)
https://dl.dropboxusercontent.com/u/1587713/temp01.jpg