Bounding Box manipulation
Hi all.
I have a query relating to manipulation of vertices using local axis reference when the object has been rotated off the global axes which appears to me to be affected by whether the rotation has been done in object or edit mode.
I'm modelling a long thin cylinder and want to be able to scale/shrink it along its length relative to another prim in the model. If I rotate the cylinder in object mode the bounding box follows the cylinder shape so that when I change to Edit I can change to Local Orientation and the axes relate accurately to the shape. If however I have done the rotation in Edit mode, the bounding box changes shape as it relates to global orientation rather than the prim shape.
Using ctrl/A,1 modifies the rotation which was done with the prim in Object mode and the Bounding Box changes shape to relate to Global orientation but I wonder if there is a key combination to do the converse of this - if the prim rotation was done in Edit resulting in the larger bounding box is there a way of modifying its properties to shrink the bounding box to adopt the most economical shape?
Difficult to explain so I've added an image.
Left is the original, centre is the same prim rotated in Object mode and right is the same prim rotated in Edit mode. In Object mode, if I select the centre prim and hit ctrl/A,1 I get the bounding box changing to that of the right prim. If it's possible I'd like a way to change the bounding box of the right prim to that of the middle one.
Can it be done?
Thanks
| Attachment | Size |
|---|---|
| blenderquery1.jpg | 169.17 KB |

Not automatically
You'd have to do this manually. Correct the object in edit mode, making a note of how much you rotate it, then rotate in object mode by the opposite amount. In edit mode you are adjusting the sculpt mesh and thus the bounding box, in object mode you are editing the primitive parameters and these settings appear in the exported LSL to set the inworld rotation to match.
Curses - foiled
Curses - foiled again!!
Thanks Dom - that's what I suspected. Having just discovered the trick to editing using the local axes as opposed to the global ones I was all fired up to improve my workflow.
Ah well, 's life.............
Local orientation
When using the mesh editing tools, you can constrain to an axis with X, Y and Z keys. If you double press these it goes to local mode, so for example g, x, x will move on the local x axis only. The same works with the shifted version to exclude an axis so s, shift+z, shift+z would scale on local x,y only.
Post new comment