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oldhippie_tom
08-11-2006, 11:09 AM
I hope you may help. I have a model I am working on and I had loaded a chrome shader that had a node called 'refTranparencyControl' assigned to it. Since I loaded it and I extrude I have a problem when I change from LOCAL to World Axes. The manipulator always goes to the very middle of the grid. In the Local it stays with the edge to be extruded.

Is there a way to reset the Axes to what they should be?

Thanks in advance. And I am using Maya 8, if that makes any difference.

Nojoy
08-12-2006, 06:58 AM
This is normal inside of maya, check your helpfiles F1 inside maya and type in the search bar World Space. On the left side of the help files information pops up. Choose "2" telling you the difference between world local and object space.

World space is the coordinate system for the entire scene. Its origin is at the center of the scene. The grid you see in view windows shows the world space axes.

Object space is the coordinate system from an object's point of view. The origin of object space is at the object's pivot point, and its axes are rotated with the object.

Good Luck with your Scene, and keep in mind to check the help files here and there. Have Fun;)

oldhippie_tom
08-12-2006, 08:14 AM
Nojoy, thank you so much for your response. But I believe that I may not have explained myself very well. I am familiar with using Local and World space. It is that the World Space coordinates must an been messed up as with every object in the scene that I try and extrude using World space the manipulator always goes to the middle of the scene grid, I suppose I would almost say to position 0,0,0. I was hoping that it is because I had put a 'refTranparencyControl' in the scene that came with a Chrome Shader that I used. I have tried deleting the 'refTranparencyControl', but that didn't correct the problem.

I do check the Help Files and it does not mention anything about resetting the coordinates of World Space when it get messed up.

Nojoy I do hope I have presented my problem alittle clearer. There may not be a way to reset it, but hoped maybe there was.

Thanks!!!

Nojoy
08-12-2006, 08:38 PM
Try in the settings preferences to restore everything to default using the Edit on top menu bar. Than check the world coordinate settings up axis down axis, it may have mest up when you imported that shader if the scene used the other world up coordinate system at creation of the shader you imported. Try changing the order in the settings and reimport and see if the problem still accurs.

May I ask if this also happends in a totally new scene with new geometry, that way I can definatly tell if it came from the imported scene I beleive.

I think I understand you now, thanks for clarifying the issue. Try what I suggested above, maybe it helps. I never had this problem so far therefore I can't really tell off the bat whats going on. But I think the import used a different up axis as your scene therefore the screwup, hopefully ;)

oldhippie_tom
08-13-2006, 08:01 AM
Nojoy, yes when I imported the Shader it must have a different axis of some sorts. I believe in the description for the shader it had mention that it make an environment (?) around what you assign it to and maybe that is what it was.

But whatever it was it frustrated me enough to uninstall and reinstall Maya. Even after that the scene is still messed up. But in other scenes it works fine. So I will just try once again at the model, but won't try that shader again.

Thanks Nojoy, I do appreciate you response and thoughts.

Nojoy
08-13-2006, 05:55 PM
No problem thats what were here for, in almost most cases maya can workaround the problem of some sorts, keep at it and I'm sure you will pinpoint the Problem. Create the shader on your own disecting it in a clean scene and recreating it in yours. That should definatly worlk. Keep it up ;)