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WED align objects #374896
06/22/11 11:38
06/22/11 11:38
Joined: Feb 2010
Posts: 68
mireazma Offline OP
Junior Member
mireazma  Offline OP
Junior Member

Joined: Feb 2010
Posts: 68
Hello.
I couldn't see why WED seemed so difficult for me to work with. Until now. I realize that I don't know how to scale/resize/rotate objects and still maintain them on the ground/touching other objects. So, to put it short:
Is there a way to align an object to another one? To move it but with respect to a vertex rather than the origin. It would be great if it were possible to also rotate or scale an object relative to a vertex, or center of a collection of verts.
Tell me it's possible.


ERROR in communism.cpp, line 0:
#include<god.h>
was fatally missed.
Re: WED align objects [Re: mireazma] #375772
06/27/11 20:15
06/27/11 20:15
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Sadly, that is not possible. You could make a feature request, f.i., as follows:
When you hold [CTRL] and click the movement arrows (the gizmo or how you call it) of a group or of an object/ block, you only move the center (and thus the rotation center) of the object/ group. This way, all your rotations and the scaling could be done easily.

Be aware that the feature won't make it before the new WED (see beta page) will appear, until then you have to find a different solution.
When I need to scale or rotate certain models a lot in WED, I set their origin in MED where I want the rotation axis to be (mostly at the bottom of the model).


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Re: WED align objects [Re: Superku] #375776
06/27/11 20:37
06/27/11 20:37
Joined: Feb 2010
Posts: 68
mireazma Offline OP
Junior Member
mireazma  Offline OP
Junior Member

Joined: Feb 2010
Posts: 68
Yes, like [CTRL] transforms the very origin. And the rest I'm sure it could be done so easily, just by a transformation matrix.
About your solution, you maybe made me stick to 3DGS, you know wink
Thanks.


ERROR in communism.cpp, line 0:
#include<god.h>
was fatally missed.

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