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"local" set origin

Posted: Sat Oct 18, 2008 9:09 pm
by Kankuran
I am trying to figure out how to set the origin of a group of shapes different to the layer they are placed in. In this case the layer is rotated, and when I in this example would like to scale the beak of the bird (see image below) sideways, the bounding box is rotated because the origin of the layer is rotated.

Is it possible to have a local origin? I have been searching some plug-ins, but it is a jungle out there:)

Here is a image of my problem

http://kankuran.files.wordpress.com/200 ... rking2.jpg

Thanks in advance!!

Posted: Sat Oct 18, 2008 10:53 pm
by slowtiger
I know that problem. Normally it's not hard to adjust around. But when I get into trouble, I go back to frame 0, rotate the layer and counter-rotate the points in order to later get a scaling ectangle in the correct orientation.

Posted: Mon Oct 20, 2008 12:28 am
by Kankuran
Thanks, I tried it out, but it screwed the rigging up. Yet I used your method to great success as follows. As I had the bird placed on a bone layer I could use the rotate layer tool to rotate the whole layer and its origin to the right position, then I used the rotate bone tool to counter rotate the bird back to its original position, and it worked like a charm. Thanks a lot for the tip!

Now at last I can start animate this beast.

Posted: Mon Oct 20, 2008 2:57 am
by chucky
good lookin' bird kancuran.

Posted: Mon Oct 20, 2008 8:56 pm
by Kankuran
Thanks Chucky!

Posted: Wed Oct 22, 2008 8:32 am
by funksmaname
Hey Kankuran,
wouldn't scaling the bone rather than the points themselves have the desired effect? the bone is facing the right orientation...?

Posted: Wed Oct 22, 2008 10:26 am
by slowtiger
Of course this would work as well - but I'm not sure wether line width is scaled the same way in both cases.

In any case it doesn't make much of a difference for a character you only use once and in this scene. But if you create stuff that's used multiple times (say, in a series) you have to take care that everything is "normalized" - that means, in frame 0 every part of the character must have the correct size, while all layer settings are set to 0. So when I create characters I take care to do all adjustments on the point level rather than on the layer level.

Posted: Mon Oct 27, 2008 8:01 pm
by Kankuran
funksmaname - Yes, it would indeed have a similar effect, but I also had to scale the width of the beak aswell, and I am not sure you can do that with bones, can you?

Slowtiger - I agree, organizing everything on frame 0 seems to be the way to do it. I feel I am still a bit of a beginner in this program and sometimes I just forget about things like this :)