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Changing coordinate reference of object to its corner
I'm trying to build my entire house plan in SH3D, and I want to design the entire framing, subfloor, roof, etc. with dimensional lumber too.
I can see it working great, and if I think hard enough it is doable, but what makes it a real pain is having to refer to the center of each piece of lumber. Makes all calculations so much more complicated.
Is there a way to reference items to their corner? I don't see it as a general option for everything, and I can't find a way to do this for individual furniture elements either (I have my lumber as a furniture library).
I tried furniture library editor, with hopes that I can specify the origin there, but I couldn't find it there either.
Are there any trick to achieve this? Maybe having lumber as furniture library is not the right thing to do?
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Re: Changing coordinate reference of object to its corner
Thanks for the quick response!
This is really unfortunate.
Could you please expand the explanation of the workaround? I'm not sure if I understand. If I use walls as lumber, one of the coordinates is nice and refers to the edge, but the other still refers to the center of the wall's thickness. If I export a wall as obj and import as furniture, I'm back to referring to its center.
Romania
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Re: Changing coordinate reference of object to its corner
If I correctly understood the question: 1. The lumber is better to be as furniture to be more easy manipulated. 2. Probably you need many lumbers aligned at same distance or distributed evenly. 3. If this is the case SH3D have at least 8 way under Align or distribute furniture contextual menu. For distribute you have to set the precise position of the first and the last piece, then select all, right click and chose Distribute horizontally. 4. Supposing the lumbers is the same, the distance between left corners is the same with distance between centers. You need it once. Knowing this you could use Multiplier plugin made especially for this kind of task.
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Re: Changing coordinate reference of object to its corner
Hans and Dorin are absolutely right. I would like to follow up on that topic. Let's say that in 3ds max there is an "Array" function with which we can do this very easily. There is no pivot point in SH3D, which is something that should exist for easier manipulation of objects. Alignments and distribution work well and more or less cover all needs. So, using the pivot point, it would be easy to copy the object along any axis we want.
Romania
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Re: Changing coordinate reference of object to its corner
Hi Mario,
So, using the pivot point, it would be easy to copy the object along any axis we want.
Could you elaborate a little? Eventually a study of case where this feature could be useful. Until there I've try to find one: Let's say you have to organize a White House conference around an oval office. Something like this: Could this be a case where your feature could be used?
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Re: Changing coordinate reference of object to its corner
I bet you used the Multiplier plugin for this without the need of a set pivot point (But you can set that point in the plugin)
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Romania
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Re: Changing coordinate reference of object to its corner
It is implemented somehow but the question was addressed to Mario. Maybe he could have a better idea or he think to other situations not covered yet.
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Croatia
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Re: Changing coordinate reference of object to its corner
Yes in this case it would help. But that's not the point I was making. In order for it to work automatically in SH3D, a code should be written, which I don't think is very simple. I meant the graphical display of options that are already implemented (rotate, move, copy) are just shown as they are. In all other 3D programs, manipulation is represented by a coordinate system with the addition of rotation and scaling, with the addition of some other keys on the keyboard depending on what you want to do.
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Romania
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Re: Changing coordinate reference of object to its corner
@Mario 1. I've wait for a study of case from you. You still owe me a case study where your idea would be better than the existing one. 2.
In all other 3D programs, manipulation is represented by a coordinate system
I can't see major differences between "other" and the current one: 3. If you want a customized pivot point, you will first need to define the 3 coordinates of this point and then set the rotations to it. If you're thinking of just setting it with the mouse or your fingers, forget it. This is not a professional approach for someone who wants at least some precision. 4. If you don't like to use plugins (ok) BUT don't suggest to unnecessarily complicate the main program.
PS. I'm a master of useless (YAUP). On Multiplier versions prior to 2.0 I've set 8 extra pivot points. Then, even a dumb like me realized their uselessness and removed them.
---------------------------------------- A computer program does what you tell it to do, not what you want it to do. Murphy's Law When all else fails, read the instructions. Murphy's Law If you don't like "AS IS", DIY. Dorin's law