When I convert an element into a v-ray proxy the pivot point gets moved. How do I move the pivot point back to the proper place? I have been going to MAX's pivot, but it is hard to see were the exact bottom of something is will it is a proxy. Any easy solution?
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Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090
- Windows 11 Pro
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I insert my tree, which has the pivot at the center base, then I convert the tree to a vrayproxy. I let v-ray create the proxy. The pivot get moved out in pace so usually I highlight all the proxies and center the pivot. I am using "glue" on a rough terrain, but the pivot is in the center of the tree, which is what the center pivot does, but I need the pivot to be in the center at the bottom. I have to go into each tree and move the pivot down. I hope this makes sense.Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090
- Windows 11 Pro
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I've noticed that when you create a proxy, the pivot point will be automatically placed at the origin (0,0,0 coords) irrespective of where you tree/object to be proxied is. So, yeah, placing your tree so that the bottom of the trunk is directly over 0,0,0 right before you create the proxy is the easiest way to get your pivot in the right spot the first time. Once it's already proxied, you can use this handy blur script to automatically place the pivot at any of 27 points on the object.
http://www.scriptspot.com/3ds-max/pivotplacer
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It depends on which export method you choose (export single mesh or export multiple meshes). The first (single mesh) places the pivot at (0,0,0), the second (multiple meshes) uses the object pivot. This is valid even if you export just a single object.
Best regards,
VladoI only act like I know everything, Rogers.
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But that way everytime you load the proxy (not merge it from a max file) the mesh will be "displaced" since the mesh itself is off from the origin in the proxy file, and it will be quite hard to replace the mesh if you need to do that. (for example, you notice later on, that you've forgot to apply mapping to some areas, etc...)
Just use the export multiple method. Or put the mesh in the origin of your max file.
Best regards,
A.credit for avatar goes here
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Originally posted by Aldaryn View PostBut that way everytime you load the proxy (not merge it from a max file) the mesh will be "displaced" since the mesh itself is off from the origin in the proxy file, and it will be quite hard to replace the mesh if you need to do that. (for example, you notice later on, that you've forgot to apply mapping to some areas, etc...)
Just use the export multiple method. Or put the mesh in the origin of your max file.
Best regards,
A.
I use proxy a lot (like everyone), and this u just discribe not apear here..
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Then try it. Place something off max origin, export it as a proxy "as a single file" , next go to create/vray place an empty proxy object somewhere, and load the proxy file you've just created. You will see, that the mesh is displaced to the proxy creation center.
You can fix the "pivot issue" (although, it's not an issue, it's a feature of the exported geometry) by centering the max pivot, but having a displaced mesh in the proxy file can give you some hard time later. Better safe than sorry imo.
Best regards,
A.credit for avatar goes here
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Not really, all my scene is done by methond I have described, and so far I have no problaems at all, not a single. but I create proxys for every scene from scratch, never use a allready done proxy (merge in scene). maby this explain that I didnt face this problem so far.
Anyway thx for the TIP ill try to avoid.
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Originally posted by flyinhawaiian View PostI've noticed that when you create a proxy, the pivot point will be automatically placed at the origin (0,0,0 coords) irrespective of where you tree/object to be proxied is. So, yeah, placing your tree so that the bottom of the trunk is directly over 0,0,0 right before you create the proxy is the easiest way to get your pivot in the right spot the first time. Once it's already proxied, you can use this handy blur script to automatically place the pivot at any of 27 points on the object.
http://www.scriptspot.com/3ds-max/pivotplacerStudio Max 2009 x64
X5000 Chipset | Dual Core Intel 5140 | 4G RAM | Nvidia FX3450 drv 6.14.10.9185
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Originally posted by Codi View PostWe usually place the object in the origin (0,0,0 coords) before transforming it to proxy to avoid the pivot to get moved. Don't know if there is a better way for doing it.Last edited by glorybound; 26-02-2008, 07:34 AM.Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090
- Windows 11 Pro
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