Thanks for providing the script - am I doing something incorrectly? Not getting anywhere to input values - the script rotates the whole object 90 degrees on the chosen axis. Blender 2.76b
Roygee : this is precisely the intended behavior at the core of the workflow. Hold on a bit until we refine it further - when it’s ready I’ll also provide a video example showing how it works and in which context. It will all make sense.
@ Juhaw
can you upload script inside a blend file here in post
it is very small so would be easier cause i’m having a problem to download from Pastal on win10
Interesting - having access to type-in values could always be useful (especially since someone just asked for it). Personally I don’t quite see when one would need that BUT being flexible is always good. Besides that I can see after testing this new version that you already implemented the rotation around the object origin ! Very cool.
I sincerely appreciate the fact that you are taking some of your time to do this. The only thing left is the “counter” rotation at the object level (resulting in an object seemingly holding still in space even though the axis is being edited) ; I think that once that feature is in, all needs will be covered. Maybe this could be a toggle controlled by a tickbox ?
Consider a scale operation. Scales apply along the main axes of their space. But if you want to scale something along a different axis, how do you do that?
You rotate the object into a coordinate system where the axis you want to scale is one of the basis axes, perform your scale, then rotate it back with the inverse of the previous rotation.
The general form of this sequence is as follows. Suppose you have a transformation matrix T, which operates on points in a space called F. We have some positions in the space P. What we want is to create a matrix that applies T’s transformation operation, except that it needs to operate on points in the space of P. Given a matrix M that transforms from P space to F space, that matrix is M-1TM.
At 0:51 and 2:39 the object origin seems to be affected. This is easily solved by setting it back to the center of mass, but I could see some situations where the original location might need to be carefully kept.
There is an error if the user clicks any of the buttons with no object being currently selected (that is to be expected of course)
There’s also an error when running the tool on an Empty, seen as 3:20. That is to be expected too, since an empty has no components and therefore no edit mode. I ended up just using a little cube instead, and that works fine.
To bend around another object, one would first use “Simple Align” and then proceed as usual. As shown in the following video :
About the lock : this is at the very core of the idea. Without the lock the object whose axis is being edited would rotate each time the components get adjusted. The lock option effectively counter-rotates the model, so that it appears stable in space. Look at the X rotation transformation value in the N panel, it will make sense.
As for a voiceover, sure ! I’ll do one as soon as we feel like the script is complete (features wise + addon). The video should be pretty self-explanatory though, there’s no hidden shortcut being used
I thought the idea was to align one ob onto another one
As a matter of fact, not at all The idea was just to find a workaround for the axis limitations of the Bend modifier. The orientation of the object to be bent (straps, armor pads, and so on) is very rarely going to be aligned to another object, therefore there would be no point in making the script more complex just for that rare purpose.
About the video : everything is shown on screen. What is a space operator ?
I was thinking more by using the bend modifier
would be faster and easier to do
also I do mostly mechanical design in 3d
and that would be very useful and faster