Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 1 13-12-2002 , 11:49 AM
aten's Avatar
Registered User
Join Date: Jul 2002
Posts: 3

scale axis

Hi, anyone know a good way to scale along an arbitrary axis. Say in the pic here i wanna scale that arm along an axis that follows the direction of the arm rather than the global x,y,z one. Seems you cant change the pivot? In Max it would let you pick another object's axis to scale around surely you can do this in maya too!?

cheers - Aten.

# 2 13-12-2002 , 04:26 PM
undseth's Avatar
Subscriber
Join Date: Aug 2002
Posts: 1,135
Good Question!
I want to know this too!!!

Anybody?


I do not support Bush! Nor Saddam! Long live UN!
# 3 13-12-2002 , 04:34 PM
mtmckinley's Avatar
The Maya Mountain
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
I believe I know, but I need to confirm... I'll get back to you. user added image

# 4 15-12-2002 , 11:51 AM
Nem's Avatar
Subscriber
Join Date: May 2002
Location: Faringdon, UK
Posts: 1,480
ooh interesting, mines seem to use local coordinates all the time when scaling
you would expect there to be an option for the scale to be run using world and object


- Simon

My Website: www.Glass-Prison.com
# 5 15-12-2002 , 12:49 PM
undseth's Avatar
Subscriber
Join Date: Aug 2002
Posts: 1,135
Here is a trick!

I think I used this once or twice.

Instead of trying to manipulate the pivot points axis';
1) Make a primitive
2) Rotate the primitive to align it to the objects you are about to scale bigger
3) Parent the whole thing to the, say a cube.
4) Adjust the cubes pivot point if needed, to make your bunch of objects scale bigger or smaller from a certain centerpoint.
5) Then scale the children by scaling the parent cube.

I'm sure this works. Your objects will inherit the scale-axis' of the cube.


I do not support Bush! Nor Saddam! Long live UN!

Last edited by undseth; 15-12-2002 at 12:51 PM.
# 6 15-12-2002 , 12:51 PM
mtmckinley's Avatar
The Maya Mountain
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
Ok, I took a look at this...

When you create an object and try to scale the vertices, it will scale along the object.

UNLESS

You've frozen transformations... Freezing transformations makes the object "freeze" at its current position and resets the channel controls back to default, which when you created the object were aligned with the world coordinates. So, it's still scaling with local coordinates, but your local axis happens to match your world axis...

Hope that made sense. user added image

# 7 16-12-2002 , 09:37 AM
aten's Avatar
Registered User
Join Date: Jul 2002
Posts: 3
Yeah the parent thing worked, but it doesnt work on a selection set of verts unfortunately - only at object level. Seems stupid you cant change the scale axis easily - should tell A/W. I was thinking there must be a simple way of doing it if no-ones missed it til now.

cheers.

# 8 16-12-2002 , 02:37 PM
Emo's Avatar
Subscriber
Join Date: Jul 2002
Location: MELville
Posts: 1,100
isn't this something like Local Axis Rotation?

-Emo

# 9 16-12-2002 , 03:56 PM
3djoe's Avatar
Subscriber
Join Date: Nov 2002
Location: CT USA
Posts: 567
Try this I am not sure if this is what you want ?

go to Modify/Tranform Tools/Move Normal Tool

Try it user added image


Never Do Today What You Can Put Off Till Tomorrow..
My New Site MayaFx.com
# 10 16-12-2002 , 04:32 PM
aten's Avatar
Registered User
Join Date: Jul 2002
Posts: 3
Not quite, I tried it and got something close but the normals aren't exactly aligned in the 2d plane so they go off a little bit skewy.

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads