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So I put up this video to show how I’m doing this now. I figured it might help some people do that.
Is there an easier way to do this though? It just seems like a huge pain the rear. Unless you model something already aligned to it’s normal then you will Have to do something like this.
In my case I imported the geometry from Rhino (the box is a dummy object for a screw rotation point) and so all of the dummies I have that are angled from world coordinates I need to fix the pivot points before animating.
No one wants a wobbling screw.
Anyone know of a faster/more efficient way of doing what’s in the video?
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Hey buddy u r straining urself too hard. u can simply change ur objects type to local in the Reference coordinate system located on the top below ur menu bar right next to the scaling menu.
U can be clear when u saw that youtube link given below .
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