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Moving and rotating pivot points

From: 3ds Max 2013 Essential Training

Video: Moving and rotating pivot points

Another critical consideration for hierarchies is the position and orientation of the pivot point of each object. In this version of the robotArm, some of the pivot points are correct and some are not. For example, this shoulder object has its pivot point exactly in the center of this ball joint. I'll select the Rotate tool and turn it so you can see. This object however does not have its pivot point in the correct location, I'll undo that.

Moving and rotating pivot points

Another critical consideration for hierarchies is the position and orientation of the pivot point of each object. In this version of the robotArm, some of the pivot points are correct and some are not. For example, this shoulder object has its pivot point exactly in the center of this ball joint. I'll select the Rotate tool and turn it so you can see. This object however does not have its pivot point in the correct location, I'll undo that.

To move or rotate the pivot point, select the object and go to the Hierarchy panel, and the Pivot sub- panel is active by default. To move or rotate the Pivot, click on Affect Pivot Only, and now you'll see a new axis tripod that indicates the position and orientation of the pivot point. Don't confuse the pivot point with the Transform Gizmo, because they are two different things. The pivot point is a property of the object itself and the Transform Gizmo is merely a manipulator that you can use to move things around and rotate them.

Sometimes the Transform Gizmo is at the same location as the pivot point, but not always. For example, the Gizmo could be located at the origin of the World. I want to move this pivot point down so it's at the center of this ball joint here. I'll choose the Move tool and I can just move it straight down. To make sure that it's exactly where I want it to be, I'll hit Alt+W and get in very close in the Front viewport. I just want to make sure that that's positioned exactly in the center of that sphere.

To test it, I'll exit Affect Pivot Only and grab the Rotate tool and turn the object and make sure that it's turning in the direction that I need it to. And that looks okay, so I'll hit Ctrl+Z to undo that. Next I want to look at the pivot point orientation. I've got these two claw objects up here. What I want here is I want to be able to select both of those claws and rotate them in opposite directions at once. Currently, if I select them both and try to rotate them, they'll rotate in the same direction, but I can change the pivot point orientation to get the result that I need.

Once again, I'll select the object and go to Affect Pivot Only, and what I want to have happen here is I want the Y axis to be pointing in opposite directions for each one of these. You can see here the Y axis here is pointing in the world positive Y, and this one as well is pointing in the world positive Y. I want this to point in the world negative Y. With Affect Pivot Only active, the Rotate tool active, and Angle Snaps turned on, I'll rotate the pivot point exactly 180 degrees.

I'll disable Affect Pivot Only, make sure that I'm in Gimbal mode, and use pivot point center. Then I'll grab the two objects and rotate in Y, and you'll see I can rotate them both symmetrically. Excellent! So now I have set the position and orientation of each pivot point on my object. And next I'm going to lock some of the transforms so that I can't accidentally move or rotate them in undesired directions.

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3ds Max 2013 Essential Training

149 video lessons · 15677 viewers

Aaron F. Ross
Author

 
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  1. 1m 50s
    1. Welcome
      1m 2s
    2. Using the exercise files
      48s
  2. 6m 58s
    1. Setting user interface defaults
      1m 18s
    2. Setting preferences
      2m 38s
    3. Using project folders
      3m 2s
  3. 22m 6s
    1. Getting familiar with the interface
      2m 56s
    2. Using the Create and Modify panels
      2m 53s
    3. Navigating in the viewports
      2m 10s
    4. Using hotkeys
      3m 12s
    5. Transforming objects
      3m 42s
    6. Using axis constraints
      1m 54s
    7. Choosing shading modes
      3m 17s
    8. Configuring the viewports
      2m 2s
  4. 28m 57s
    1. Surveying different modeling methods
      2m 40s
    2. Setting units
      5m 25s
    3. Setting home grid dimensions
      2m 8s
    4. Understanding level of detail
      4m 19s
    5. Working with the modifier stack
      3m 41s
    6. Understanding dependencies
      4m 30s
    7. Collapsing the modifier stack
      2m 48s
    8. Working with sub-objects
      3m 26s
  5. 14m 32s
    1. Creating shapes
      4m 35s
    2. Creating lines
      3m 10s
    3. Working with Editable Spline
      2m 13s
    4. Using different vertex types
      4m 34s
  6. 22m 59s
    1. Lofting a vase
      3m 56s
    2. Setting loft parameters
      3m 25s
    3. Editing a path
      3m 25s
    4. Manipulating loft sub-objects
      2m 43s
    5. Adding a scale deformation
      4m 8s
    6. Adding a Shell modifier
      1m 49s
    7. Finishing the model
      3m 33s
  7. 15m 42s
    1. Setting up the scene
      1m 25s
    2. Creating chamfer boxes
      3m 33s
    3. Cloning objects
      2m 35s
    4. Using the Array tool
      4m 17s
    5. Measuring with the tape helper
      2m 15s
    6. Grouping objects
      1m 37s
  8. 22m 49s
    1. Laying out the scene
      2m 11s
    2. Modeling rectangle primitives
      2m 26s
    3. Working with Editable Spline
      4m 32s
    4. Applying a Sweep modifier
      1m 46s
    5. Soft-selecting with Volume Select
      3m 41s
    6. Removing polygons with Delete Mesh
      1m 36s
    7. Clearing a sub-object selection with Mesh Select
      1m 43s
    8. Adding randomness with the Noise modifier
      2m 0s
    9. Instancing modifiers on multiple objects
      2m 54s
  9. 30m 11s
    1. Making an editable poly and understanding Graphite
      1m 0s
    2. Using the Graphite ribbon interface
      3m 55s
    3. Selecting sub-objects
      2m 36s
    4. Choosing selection region methods
      2m 4s
    5. Using the caddy to extrude
      3m 7s
    6. Controlling detail with Remove and Cut
      3m 53s
    7. Inserting edge loops with SwiftLoop
      1m 2s
    8. Constraining sub-object transforms
      2m 5s
    9. Attaching polygon meshes to a single object
      2m 40s
    10. Bridging parts of a mesh
      2m 41s
    11. Smoothing and hardening edges
      5m 8s
  10. 34m 55s
    1. Understanding subdivision surfaces
      3m 7s
    2. Creating a box and converting it to an editable poly
      2m 57s
    3. Using the Symmetry modifier
      1m 49s
    4. Working with TurboSmooth
      3m 5s
    5. Extruding polygons
      2m 8s
    6. Rounding out square corners
      3m 15s
    7. Choosing a transform center
      5m 55s
    8. Editing edge loops
      2m 34s
    9. Shaping the model
      5m 0s
    10. Baking subdivisions
      5m 5s
  11. 28m 51s
    1. Understanding NURBS
      1m 1s
    2. Creating NURBS curves
      3m 9s
    3. Creating arcs and lines
      3m 36s
    4. Converting Bézier splines to a NURBS object
      3m 42s
    5. Cloning sub-objects
      1m 50s
    6. Creating an offset curve
      2m 40s
    7. Creating a U loft surface
      3m 16s
    8. Editing a dependent surface using curves
      2m 28s
    9. Creating an extrude surface
      1m 9s
    10. Setting Surface Approximation
      6m 0s
  12. 18m 30s
    1. Setting up the scene
      2m 4s
    2. Creating text
      2m 2s
    3. Applying a Bevel modifier
      1m 14s
    4. Choosing bevel parameters
      2m 31s
    5. Controlling the level of detail
      4m 14s
    6. Deforming beveled objects
      1m 19s
    7. Exporting paths from Adobe Illustrator
      2m 22s
    8. Importing Illustrator paths
      2m 44s
  13. 16m 46s
    1. Opening the Material Editor
      2m 29s
    2. Navigating the Compact Material Editor
      1m 43s
    3. Working with the Sample Slots and Scene Materials
      3m 15s
    4. Choosing material and shader types
      2m 41s
    5. Adjusting specular parameters
      1m 27s
    6. Previewing renders with ActiveShade
      2m 12s
    7. Adjusting opacity and refraction
      2m 59s
  14. 35m 6s
    1. Applying procedural maps
      4m 10s
    2. Navigating shader trees
      1m 8s
    3. Managing source image files
      5m 1s
    4. Tracking scene assets
      5m 48s
    5. Projecting UVW mapping
      4m 51s
    6. Using the Real-World Map Size option
      2m 3s
    7. Adding reflections with Raytrace map
      4m 21s
    8. Creating a self-illuminated environment
      4m 15s
    9. Mapping a bump channel
      1m 42s
    10. Instancing material sample slots
      1m 47s
  15. 18m 32s
    1. Working with Display layers
      6m 28s
    2. Creating a free camera
      2m 2s
    3. Moving a camera with Truck, Dolly, and Pan
      2m 19s
    4. Using a target camera
      2m 18s
    5. Adjusting Field of View
      1m 30s
    6. Choosing an aspect ratio
      3m 55s
  16. 34m 33s
    1. Understanding CG lighting
      7m 44s
    2. Controlling an object's shadow properties
      1m 20s
    3. Creating a target spotlight
      2m 57s
    4. Adjusting intensity and color
      1m 30s
    5. Controlling contrast and highlights
      1m 35s
    6. Setting a spotlight's hotspot and falloff radius
      3m 6s
    7. Choosing a shadow type
      2m 34s
    8. Optimizing shadow maps
      3m 25s
    9. Optimizing area shadows
      3m 27s
    10. Creating omni lights
      3m 53s
    11. Excluding objects from lights
      1m 53s
    12. Using the Light Lister
      1m 9s
  17. 23m 45s
    1. Understanding keyframes
      52s
    2. Setting up the time configuration
      1m 51s
    3. Choosing Set Key filters
      56s
    4. Creating keyframes in Set Key mode
      1m 58s
    5. Editing keyframes in the timeline
      2m 8s
    6. Creating keyframes in Auto Key mode
      1m 58s
    7. Building up animation in passes
      1m 45s
    8. Editing keyframes in the Dope Sheet
      4m 1s
    9. Editing function curves in the Curve Editor
      4m 9s
    10. Cycling and extrapolating function curves
      4m 7s
  18. 28m 4s
    1. Understanding hierarchies
      1m 31s
    2. Understanding coordinate systems
      2m 38s
    3. Controlling rotations
      6m 51s
    4. Moving and rotating pivot points
      3m 22s
    5. Locking transforms
      1m 28s
    6. Linking objects
      3m 13s
    7. Using Schematic View
      1m 48s
    8. Solving problems with scale
      7m 13s
  19. 12m 27s
    1. Understanding controllers
      3m 22s
    2. Constraining animation to a path
      3m 38s
    3. Assigning a Link constraint
      1m 45s
    4. Adding link targets in the Motion panel
      1m 16s
    5. Animating constrained objects
      2m 26s
  20. 11m 22s
    1. Understanding image sequences
      2m 22s
    2. Choosing Render Setup options
      2m 3s
    3. Specifying file output
      4m 46s
    4. Playing Image Sequences in the RAM Player
      2m 11s
  21. 34s
    1. Goodbye
      34s

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