Object Manipulation in 3ds Max - Working Pivot

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Industry
  • Design Visualization
Subject
  • 2011
  • Basics
Products
  • 3ds Max
Skill Level
  • Intermediate
Duration
4 min

Object Manipulation in 3ds Max - Working Pivot

In this tutorial, learn how to set and use a working pivot. This is useful in the case where an existing object's pivot point does not suit your needs. It also shows you how to set a hotkey to make the feature faster to operate.


Notes
  • Recorded in: 3ds Max 2010
  • This tutorial is intended for use with 3ds Max version 2010 or higher.

Transcript

00:00:00 --> 00:00:06
A working pivot is a point you specify in 3D space to help you transform
an object whose own pivot point does not suit your needs.

00:00:06 --> 00:00:11
A working pivot can also be used at a sub-object level, to transform
vertices, edges and faces.

00:00:11 --> 00:00:15
In fact, using Working Pivot in sub-object mode is where it is most useful.

00:00:15 --> 00:00:19
A good example would be using Working pivot to open the hood
or the trunk on this car.

00:00:19 --> 00:00:21
In this case, the body of the car is a single object.

00:00:22 --> 00:00:29
To open the trunk, you would need first to select the appropriate
polygon/elements, and then rotate them in space.

00:00:33 --> 00:00:36
The rotation base is hardly satisfactory.

00:00:38 --> 00:00:43
A working pivot is used on a temporary basis. You can have only
one working pivot per scene.

00:00:44 --> 00:00:48
You place a working pivot by clicking the Edit Working Pivot button
in the hierarchy panel.

00:00:48 --> 00:00:54
You then use the transform tools such as Move and Rotate, to position
the working pivot where you need it.

00:00:55 --> 00:00:59
You can also quickly align a working pivot to a view,

00:01:00 --> 00:01:03
or reset the pivot if you need to start over.

00:01:08 --> 00:01:12
The Reset option moves the working pivot to the selected object's
pivot point.

00:01:13 --> 00:01:18
If no objects are selected, the Working pivot moves to the origin
of the World [0,0,0].

00:01:22 --> 00:01:25
You can also "place" a pivot in a view.

00:01:25 --> 00:01:32
This places the pivot where the mouse cursor is and reorients
the pivot so its XY plane is aligned with the view.

00:01:34 --> 00:01:39
This method works well in an orthographic view but can yield
unexpected results in a 3D view.

00:01:41 --> 00:01:47
You can also place the pivot on an object's surface,
although this method is usually hard to control.

00:02:08 --> 00:02:12
Once set, you exit Edit Working Pivot mode.

00:02:13 --> 00:02:19
To use the working pivot as a temporary base for object transformations,
you enable Use Working Pivot mode.

00:02:19 --> 00:02:23
This mode places your selected transform tool into
the Working Coordinate System.

00:02:23 --> 00:02:27
It also instructs the transform center to use
the Transform Coordinate Center.

00:02:29 --> 00:02:36
With this mode active, you can now transform your objects
or selected sub-objects based on this new transform center.

00:02:45 --> 00:02:48
When you're done, be sure to exit Use Working Pivot mode.

00:02:49 --> 00:02:54
You may find it useful to create a shortcut for the working pivot
or to add an entry for it in the Quad menu.

00:02:55 --> 00:02:59
You can do either through the Customize User Interface dialog.

00:03:06 --> 00:03:12
To add the Use Working Pivot to the Quad menu, just drag the command
next to the other transforms.

00:03:12 --> 00:03:17
Now, you can toggle this mode on or off without visiting
the Hierarchy panel.

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Tags
  • 3ds Max
  • 2011
  • Basics
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