Excellent, that did the trick! Thanks!
~Kia
Stupid "can't remember how" question
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Re: Stupid "can't remember how" question
*notes that this is exactly what aloys said in the first reply to this topic*
aloys wrote:So you have to go to edit mode, select all, rotate 180° around the Z axis get out of edit mode and then rotate the object around the axis 180° in the oppostie direction (ie -180). That way your axis will rotate but the object will stay in place.
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Re: Stupid "can't remember how" question
Almost exactly.
GPNMilano pointed out I needed to press N and use the Transformation properties box.
I never use N, normally I just mouse over the 3D window, hit R, Z (or just switch the view to "top") then punch in the number I want it to rotate. *shrug* For some reason it looks like it only works when you use the transformation properties box, even though my method does the exact same thing....or, well you know...should do the exact same thing.
Everyone was saying the same thing, and probably assumed I was using the N hot key, but since I wasn't, we all got confused.
~Kia

GPNMilano pointed out I needed to press N and use the Transformation properties box.
I never use N, normally I just mouse over the 3D window, hit R, Z (or just switch the view to "top") then punch in the number I want it to rotate. *shrug* For some reason it looks like it only works when you use the transformation properties box, even though my method does the exact same thing....or, well you know...should do the exact same thing.

Everyone was saying the same thing, and probably assumed I was using the N hot key, but since I wasn't, we all got confused.

~Kia
Re: Stupid "can't remember how" question
That's Blender 's confusing interface at work again 

Re: Stupid "can't remember how" question
Kierra wrote:I never use N, normally I just mouse over the 3D window, hit R, Z (or just switch the view to "top") then punch in the number I want it to rotate. *shrug* For some reason it looks like it only works when you use the transformation properties box, even though my method does the exact same thing....or, well you know...should do the exact same thing.
It does the do the exact same thing. As long as you don't press "ctrl + A" afterwards, and reset the object's orientation. People get into the habit of resetting these, because few objects in Uru require a specific object orientation. Ladders, Chairs, Sprites, etc, all require them though.
I just tested Aloys and your method, and it works fine as well. (At least on the blender screen. Maybe it doesn't in uru itself.)
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Re: Stupid "can't remember how" question
That's strange, my old method doesn't work on my version.
I remember it worked several months ago, which was part of the reason why I was so confused since I knew it worked before. I just figured those crazy wacky blender people "fixed" it in one of their upgrades.
What version of blender are you using?
~Kia

I remember it worked several months ago, which was part of the reason why I was so confused since I knew it worked before. I just figured those crazy wacky blender people "fixed" it in one of their upgrades.
What version of blender are you using?
~Kia
Re: Stupid "can't remember how" question
I'm using version 2.46 currently.
You can't stop the truth. IC Blog
Re: Stupid "can't remember how" question
Ah, I see. Thats probably why then. I'm upgrading 2.48 as I speak. I'll see if that version has the same issue. If it does I'll update the wiki pages that require transforming of the object's facing condition.
I just upgraded to 2.48, and didn't have an issue with rotating the object's orientation. (Are you sure you put in -180 Degrees, when you rotated the object the second time? In Blender, rotating the object another 180 degrees will set it to 0, but you're going 180 degrees in the same direction, where as you want to go backwards. Blender's weird like that and could be the reason why. (For Example, there really is no 360 Degree mark. When you rotate 360 degrees, you should end up back at 0. But Blender will have it read as 360, its weird like that)
I just upgraded to 2.48, and didn't have an issue with rotating the object's orientation. (Are you sure you put in -180 Degrees, when you rotated the object the second time? In Blender, rotating the object another 180 degrees will set it to 0, but you're going 180 degrees in the same direction, where as you want to go backwards. Blender's weird like that and could be the reason why. (For Example, there really is no 360 Degree mark. When you rotate 360 degrees, you should end up back at 0. But Blender will have it read as 360, its weird like that)
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Re: Stupid "can't remember how" question
Cool.
I should update too... I'm a card holding member of the procrastinator's society though
~Kia
I should update too... I'm a card holding member of the procrastinator's society though

~Kia