Thanks for sharing this awesome tip. i've spent all afternoon trying to figure out how to pivot my master control at multiple points for flips and toe pivots and this technique finally did the trick.. it's so much simpler than my rotatpivot connection to a grouped pole vector with animated parent contraint weight to multiple bones nonsense.. Thanks alot!
Controlling the rotate pivot would be easy enough, just make the control a child of the rotating object and align it with the object's pivot (ideally all at 0) then connect the translate out from your control to the rotate pivot of your rotating object. The trick would be maintaining the offset of the rotate pivot translate. Without that your object may appear to move erratically when using the control. I'm not sure how to get that off hand, but I bet you could get it if you put your mind to it.
How to custom 2 dimension setting? ex) Diagonal Pivot setting than custom x,y setting? / Rotate pivot than accurately snap is impossible? I want accurately snap Rotate Pivot
i made a small mistake . I can get the pivot point back to center using Modify->Center Pivot . The Pivot Point goes back to center but it is rotated. I mean the lines of x,y,z are not straight. Do you know how we can go to default settings for pivot or solve this problem
Not sure 100% what's going on, but you can select the object, switch to component selection mode in the status line, make sure the ? at the end of selection mask is on (specifically what you want here is "local rotation axes"), then click the manipulator and rotate it to line up with your object. Let me know if that doesn't work for you.
Perfect, thanks. When a car turns the pivot point moves towards a particular back wheel based on the steering angle used, just what I needed for my rig!
Dude you are amazing, this is just what I needed!! I was cracking my head open trying to figure out a way to have multiple pivots for a single object but this works like a charm without setting up a bunch of locators and groups. Thanks!
This video is one of the great sacred texts of Maya.
Thanks for sharing this awesome tip. i've spent all afternoon trying to figure out how to pivot my master control at multiple points for flips and toe pivots and this technique finally did the trick.. it's so much simpler than my rotatpivot connection to a grouped pole vector with animated parent contraint weight to multiple bones nonsense.. Thanks alot!
This is actually amazing, I've been fiddling with multiple null groups to try and get this working for ages now. Thank you!
Controlling the rotate pivot would be easy enough, just make the control a child of the rotating object and align it with the object's pivot (ideally all at 0) then connect the translate out from your control to the rotate pivot of your rotating object. The trick would be maintaining the offset of the rotate pivot translate. Without that your object may appear to move erratically when using the control. I'm not sure how to get that off hand, but I bet you could get it if you put your mind to it.
Hello from 2024, this video was so helpfull! Thank you!
Thank you, great tutorial.
wow wonderful simple tuto!!
It does work for me in 2013 - maybe your hotkeys got changed? At any rate, try pressing and holding d - hopefully that will do it for you.
How to custom 2 dimension setting? ex) Diagonal Pivot setting than custom x,y setting? / Rotate pivot than accurately snap is impossible? I want accurately snap Rotate Pivot
i made a small mistake . I can get the pivot point back to center using Modify->Center Pivot .
The Pivot Point goes back to center but it is rotated. I mean the lines of x,y,z are not straight. Do you know how we can go to default settings for pivot or solve this problem
Not sure 100% what's going on, but you can select the object, switch to component selection mode in the status line, make sure the ? at the end of selection mask is on (specifically what you want here is "local rotation axes"), then click the manipulator and rotate it to line up with your object. Let me know if that doesn't work for you.
Wow!! Thank you so much, I didn't even know this was possible!
Perfect, thanks. When a car turns the pivot point moves towards a particular back wheel based on the steering angle used, just what I needed for my rig!
Dude you are amazing, this is just what I needed!! I was cracking my head open trying to figure out a way to have multiple pivots for a single object but this works like a charm without setting up a bunch of locators and groups. Thanks!
Wow, I don't know how I've rigged for so long without knowing this - thanks for sharing this method!
thanks man i had the same situation as you so i searched and found this! cheers :)
Simple method, really dig this! Thank you!
U r great!! I just gt wat I needed exactly.. Thnks
Perfect! Just what I was looking for! :)
OMG it's THAT easy? Thank you! This must be why UA-cam exsists.
this was such a simple solution that allowed me to add some great detail to my animation, thank you!!
Great stuff...thanks a lot for sharing.
very usefull!!!! thank u!!
Great tip, Thanks alot.
This is so helpful Thanks for sharing man