PolyExtrude, transform extruded front, rotate -> pivot wrong

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Hi!
I made very simple geometry:
-Circle (XZ)
-PolyExtrude, distance -0.5
-Transform Extruded Front, rotate x: 20

Now in Right viewport, the rotation is not straight
It seems that the pivot of the transform pivot angles are not 0,0,0 (but in UI they are before the rotation).
And indeed, if I go to Top view and press Enter, the gizmo is not oriented the same as the Circle, it's slightly rotated around Y WHY?

If the Circle is Polygon, it is possible to get it right by finding some arbitrary division count (not necessarily even/odd or any other predictable/calculatable amount) but with curve types or primitive the rotation is never straight.

Please can someone explain/fix this?

Here with Polygon and certain division count it is correct (see Right view in the capture for the gizmo orientation):

But with any other type, the rotation is wrong by unpredictable amount (see Top view in the capture for the gizmo orientation and in Right view the green line is not straight):


Also how can I set the pivot to be say in the middle of two certain points on the extruded part?

P.S. How can I hide the attachments in the end of the post if I use them inline? It looks a bit funny when they are repeated

Thank you very much!
Edited by atnreg - Aug. 5, 2020 12:40:45

Attachments:
tmp_capture_01702.png (831.1 KB)
tmp_capture_01703.png (846.8 KB)

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Was this too stupid question or why not even a single reply in 10 days?

I really don't know how to solve this, please someone help.

Thank you.
My system:
AMD Ryzen Threadripper 2990 (32-core),64GB RAM,NVIDIA RTX 3090,Win10
UE5.1,Houdini 19.5 Indie(always latest daily),Blender,Clarisse,Onyx,ZBrush...
Clarisse 2016-09, Houdini 2018-05 (seriously 2019-10)
I do all 3D for fun, no business
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Hi,

the behaviour seems OK for me, because you are using the local transformation space of the primitive and not the global space. You

can use “pivot rotate” to influence the rotation and you can also set localx, localz attributes (Local Control Tab) using primitive

vector attributes to initialize the orientation.

Local space is important, if you are extruding multiple primitives (independently) at once.


@edit: localz can/should be the primitive normal
Edited by Aizatulin - Aug. 15, 2020 08:53:32

Attachments:
extrude_localxz.hipnc (94.7 KB)

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Thanks, now I at least understand why nobody else replied but I still cannot understand why so simple thing is that complicated

And still the extrusion front rotation is not exact, I will need to re-think the whole thing, this is only minor part of my project and it cannot be so complicated
My system:
AMD Ryzen Threadripper 2990 (32-core),64GB RAM,NVIDIA RTX 3090,Win10
UE5.1,Houdini 19.5 Indie(always latest daily),Blender,Clarisse,Onyx,ZBrush...
Clarisse 2016-09, Houdini 2018-05 (seriously 2019-10)
I do all 3D for fun, no business
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Hi,

if you want to change the rotation center, you can use the localctr attribute. You can use first vertex(point) of the primitive

for example. If you are not using these attributes, polyextrude is taking default values (like the primitive center). But for me it

is also not clear, how the default value for the orientation is calculated, because if you change the division of the circle the

orientation looks a bit unstable, but here you can define your own attribute (like the direction from the the first point to the

center).

Attachments:
extrude_localxzA.hipnc (100.9 KB)

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Thank you very much, this helps, now I understand the Local Control parameters better

Though it seems not all of your code is needed but I will study it and optimize code based on that
My system:
AMD Ryzen Threadripper 2990 (32-core),64GB RAM,NVIDIA RTX 3090,Win10
UE5.1,Houdini 19.5 Indie(always latest daily),Blender,Clarisse,Onyx,ZBrush...
Clarisse 2016-09, Houdini 2018-05 (seriously 2019-10)
I do all 3D for fun, no business
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