RyanSpaulding Posted March 1, 2008 Share Posted March 1, 2008 Why when you create a proxy, does the XYZ placement move to the center of the world? I end up with a lot of proxies and when I say...rotate a tree, it rotates over a much larger axis, not centered on the proxy. Why does it do this? And how do I fix it? Also, are there any hidden options that i can have an object NOT show up in my viewport (saving RAM and resources), yet will still render? It'd greatly help to not have the viewports show everything on render time cause often I'm using displacement, lots of proxies and geometry...and I end up not being able to save my resulting bitmap due to RAM issues. Link to comment Share on other sites More sharing options...
Brian Smith Posted March 1, 2008 Share Posted March 1, 2008 Why when you create a proxy, does the XYZ placement move to the center of the world? I end up with a lot of proxies and when I say...rotate a tree, it rotates over a much larger axis, not centered on the proxy. Why does it do this? And how do I fix it? Also, are there any hidden options that i can have an object NOT show up in my viewport (saving RAM and resources), yet will still render? It'd greatly help to not have the viewports show everything on render time cause often I'm using displacement, lots of proxies and geometry...and I end up not being able to save my resulting bitmap due to RAM issues. The only time that it places the pivot at the origin is when you select 'Use Transform Coordinate Center'. If you select 'Use Pivot Point Center', it will keep the pivot point right where it's always been. As far as turning off objects and still have them render...there's no way to do this that i can think of but you can use the 'Preview mode' on the proxies or simply make objects display as a box. You could haves thousands of objects and it wont do much to slow down viewport refreshes. Link to comment Share on other sites More sharing options...
Dave Buchhofer Posted March 1, 2008 Share Posted March 1, 2008 it does do some strange things to pivot points when you convert a scene mesh to a vrayproxy and have it autocreate. you can change them pretty easily by using the affect pivot -> center pivot to object buttons.. Or i'm also a *very* big fan of the pivot placer script included with the blurscripts package. Link to comment Share on other sites More sharing options...
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