9th July 2012, 10:09 AM | #11 |
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Re: GUI Modification - pivots
Aha - try this one.
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9th July 2012, 10:23 AM | #12 |
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Re: GUI Modification - pivots
Nope does not get the selected vertice(s) but does get the current object center.
Can it get the current selected XYZ values in the Move set?
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10th July 2012, 08:46 AM | #13 |
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Re: GUI Modification - pivots
Andy, do you understand the requirement?
It is not select object, but select active item, be it vertice(s) or object.
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10th July 2012, 11:35 AM | #14 |
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Re: GUI Modification - pivots
yes, I get it but I haven't had a chance to look at it today.
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10th July 2012, 11:47 AM | #15 |
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Re: GUI Modification - pivots
I think this is what Gerry's after:
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11th July 2012, 12:24 PM | #16 |
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Re: GUI Modification - pivots
OK- it's not as neat as you show, but try this and see if it works
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11th July 2012, 12:46 PM | #17 |
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Re: GUI Modification - pivots
Absolutely first class, thank you.
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17th July 2012, 08:02 PM | #18 |
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Re: GUI Modification - pivots
Could I get more specifics for how this works and what to use it for?
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17th July 2012, 09:32 PM | #19 |
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Re: GUI Modification - pivots
Quick example for you: you're outfitting an aircraft for a flight sim.
You need to define the "ray" that describes the hinge point for ailerons, rudders and elevators, as well as flaps... and you need to animate the stick, rudder pedals and all the moving dials and switches in the cockpit. And, more complex, you might have a fairly complicated animation for how the landing gear goes up into the wings/fuselage, and the little bay doors that go with it. These features allow you to set up the meshes, program in the ranges of motion and to preview the animations, while you're still in AC3D; so you can be more confident that the affected bits will animate properly once the aircraft is imported into a game or simulation engine.
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17th July 2012, 11:09 PM | #20 |
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Re: GUI Modification - pivots
That is something I can really use. How is it done ?
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