|
What’s the rule that 3dsMax applies to edges for local transformations during Shift+Drag? There doesn’t seem to be any consistency to it, and I’d like to know what it’s supposed to do. Consider the following steps:
1. Start or reset 3dsMax.
2. Create a 10x10x10 cube at the origen [0, 0, 0]
3. Convert to editable poly, and delete the top face.
4. Switch to the select edge sub-object level (hotkey 2).
5. Select the move gizmo.
6. Select the ‘local’ coordinate system.
7. For each open edge on the top of the cube…
7a. Use Shift+Click+Drag on each edge and try to replicate it outwards, away from the box (positive along the face’s normal)
7b. For a real mind-boggling experience, try dragging an edge again. The transform is ‘snap-rotated’, but the real transform stays the same. I.E. if you were using a -X transformation to copy the edge, another -X transform will copy it in the same direction, even if the gizmo’s -X handle now faces a totally different direction.
Every opposing edge acts on one axis, and inverts the opposite. For example, two edges will copy over +/- Z and two edges will copy over +/- X.
Here are my issues:
1. For a local coordinate system, shouldn’t we be using the parent face’s normal? Shouldn’t all four edges use the same axis in the same orientation to copy an edge along the direction of the parent face’s normal? Again, for example, all 4 of your copies should have been along the +Z axis (not + or -, Z or X).
2a. If you copy an edge twice, why does the gizmo change orientation? (Is it because the parent face has a new normal?)
2b. When the gizmo changes orientation, why doesn’t the net change you invoke with that gizmo follow the new orientation?
If anyone knows the rule that 3dsMax uses for this, please let me know.
Thanks!
--Mr Bluesummers
| Attachment
|
|
|