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You are here: Forum Home / Autodesk 3ds® Max® / Modeling / How to center the gizmo manipulator at the center of the model?
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How to center the gizmo manipulator at the center of the model?
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  • neshtak
  • Posted: 19 November 2009 12:16 PM
  • Total Posts: 25
  • Joined: 18 November 2009 03:25 PM

Got a complex model, and using Face Select Mode and Detach Tool in Editable Poly modifier, separated the whole model into random pieces.

The problem is say when I try to move one of those detached objects with Move Tool, the gizmo which you operate the model with is at the base of the 3D Viewpoint’s grid, while the actual model is high up in the air.

Any idea how to fix that type of anomaly?

Also, the model is imported from an .x file, so for some reason if I go with Vertex Select Mode, select one vertex and move it, the vertex is not attached to polygons, just bunch of polys laying next to each other to make up the model.



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  • Emat3d
  • Posted: 19 November 2009 03:41 PM

Are the faces that you mentioned separate objects or just separate elements within the same object?  If they are separate objects, you could align the Pivot to the object’s center by going to the Heirarchy Tab.. selecting ‘Affect Pivot Only’ under ‘Move/Rotate/Scale’ then clicking “Center to Object” under ‘alignment’.  Hope that helps, cheers.



3DS Max 7, 8, 2010
Windows Vista 32 bit.
Intel Quad Core

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  • neshtak
  • Posted: 19 November 2009 04:30 PM

Yep, it worked.
Thanks!

Off topic:

There’s a function in Blender that erases the duplicate vertices on top of each other in the same area, you can either select the entire model, or just the vertices you want to clean. The function’s name is “Remove Doubles”, but is there such thing in 3Ds Max?



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  • Emat3d
  • Posted: 19 November 2009 04:51 PM

If I remember correctly, you should be able to use the Weld dialog under the ‘Edit Verticies’ rollout and enter an appropriate threshold.  Hope that helps, cheers.



3DS Max 7, 8, 2010
Windows Vista 32 bit.
Intel Quad Core

Replies: 0
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  • neshtak
  • Posted: 19 November 2009 05:34 PM

It seems to work, but the model gets messed up.
At 0.0001m threshold it already makes the model look strange.



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  • Emat3d
  • Posted: 20 November 2009 06:26 AM

If by ‘messed up’ you mean that the weld tool is picking the wrong verticies to weld together, then you may need to lower your threshold or there are too many vertices that are too close for it to determine which verticies to weld and which ones not to.  Theoretically, if you are correct about the verticies sitting on top of each other, then you can make the threshold infinitely small and the duplicate vertices will still weld.



3DS Max 7, 8, 2010
Windows Vista 32 bit.
Intel Quad Core

Replies: 0
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  • neshtak
  • Posted: 20 November 2009 06:54 AM

Yeh, but even on the lowest threshold level it deforms the model.
I setted the threshold value to 0.0m, incremented by 1 uisng the arrows beside the input field and still the model welds incorrectly.



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  • Emat3d
  • Posted: 20 November 2009 07:12 AM

I have a feeling that your units set to meters might be contributing to your problem if your model is relatively small.  When you tried to use a value of 0.0001m, that will equal one tenth of a millimeter.  If you have verticies that are within that amount (other than the overlapping vertices) then you may get the wrong vertices welded.  Have you tried typing in lower values?  Setting the value to 0.0 and using the spinner arrows will not give the lowest value as far as I know.  It will just increment by a set value.

I work in Centimeters as my characters are usually under 2 meters long.  If Max is imposing a hard limit on the lowest value, then try to set your units in centimeters and millimeters.  Typing in a value of 0.0001m will equal one tenth of a millimeter, but having a value 0.0001mm is one ten thousandth of a millimeter.  You’ll have much more granularity.  Hope that helps, cheers.



3DS Max 7, 8, 2010
Windows Vista 32 bit.
Intel Quad Core

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  • Location: Minneapolis, MN, USA
  • Total Posts: 3004
  • Joined: 31 October 2007 12:38 AM
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If the units are to blame, here’s a dirty (but useful) workaround.

First, save your file.  If things get messed up, you can always just reload it and try again.

Add an Xform modifier, and in subobject Gizmo mode scale your model up, try 1000%.  Collapse to editable mesh, then weld your vertices.  Then do the Xform modifier again, and scale it back down to 10%.  Your model should be the same size as it was in the beginning.

If it still doesn’t work, try scaling up by 10,000% then back down to 1% and see if the weld works.



3DS Max Design 2011 64-bit - Advantage Pack
Dell Precision T5500, Dual Six Core Xeon X5650 @ 2.67GHz, nVidia Quadro 5000, 24 GB RAM, Win 7 Enterprise 64-bit
Minneapolis, MN, USA

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  • neshtak
  • Posted: 20 November 2009 03:37 PM

@ Emat3d
Hm, changing Unit system to millimiters or using the lowest values didn’t work.
The 3ds Max just ended up rounding the value of 0.0001m to 0.0m ans so on.

@ Chris Medeck
Thanks for the advice!



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