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Merge 3D - move "anchor point"

PostPosted: Sat Aug 29, 2015 11:03 pm
by Ryan Bloomer
When I import FBX files from MODO or C4D the group of objects come in with a "RootNode" but controls are offset by a huge amount. I'd like to move the transport controls to a point on the object. So the closest thing I can think of what it's called in Fusion would be anchor point. Hope that makes sense.

thanks,
Ryan

Re: Merge 3D - move "anchor point"

PostPosted: Sun Aug 30, 2015 7:31 pm
by Chad Capeland
Did you try moving the pivot?

Re: Merge 3D - move "anchor point"

PostPosted: Mon Aug 31, 2015 2:44 pm
by Ryan Bloomer
Thanks Chad, When I move the pivot points the location controls and the object move together, they don't offset like I would expect. So, moving pivot and translation are behaving the same. Included is a still showing how far off the "pivot" point is from the FBX mesh. Also included is the most basic of setups that is exhibiting the same behavior. If I make a shape3d layer and move the pivot point it moves as expected, but the imported FBX moves the entire object just like translation controls do.

Code: Select all
{
   Tools = ordered() {
      HalfBody_1_1 = SurfaceFBXMesh {
         CtrlWZoom = false,
         CustomData = {
            NumMtlSlots = 1,
         },
         Inputs = {
            ["Transform3DOp.Translate.X"] = Input { Value = 60.1722114846099, },
            ["Transform3DOp.Translate.Y"] = Input { Value = 19.8912273314363, },
            ["Transform3DOp.Translate.Z"] = Input { Value = -7.1845732, },
            ["Transform3DOp.PivotNest"] = Input { Value = 1, },
            ["Transform3DOp.Pivot.X"] = Input { Value = 60.0292091369629, },
            ["Transform3DOp.Pivot.Y"] = Input { Value = 23.9969024658203, },
            ["Transform3DOp.Pivot.Z"] = Input { Value = -7.6285127, },
            ["Transform3DOp.Scale.X"] = Input { Value = 0.0002422, },
            ["Transform3DOp.Scale.Y"] = Input { Value = 0.000242249993607402, },
            ["Transform3DOp.Scale.Z"] = Input { Value = 0.000242249993607402, },
            ["Transform3DOp.Target.X"] = Input { Value = 57.0987569249907, },
            ["Transform3DOp.Target.Y"] = Input { Value = 24.6130460949765, },
            ["Transform3DOp.Target.Z"] = Input { Value = -0.485958365789413, },
            ImportFile = Input { Value = "W:\\Editing Projects\\2015_Europharam_FastBlock_0818_PF\\3D\\NasalGeoandCamera_C4D.fbx", },
            ObjName = Input { Value = "HalfBody", },
            TakeName = Input { Value = "C4D Animation Take", },
            TransformToWorld = Input { Value = 0, },
            EnableAxisConversion = Input { Value = 1, },
            EnableUnitConversion = Input { Value = 1, },
            ScaleFileUnitsBy = Input { Value = 0.03, },
            ["Visibility.Nest"] = Input { Value = 1, },
            ["Visibility.IsUnseenByCameras"] = Input { Value = 1, },
            ["ObjectID.Nest"] = Input { Value = 1, },
            ["ObjectID.ObjectID"] = Input { Value = 7, },
            ["Materials.Generator_mat0"] = Input {
               CustomData = {
                  MtlSlotIndex = 0,
               },
            },
            ["MtlStdInputs.MaterialID"] = Input { Value = 1, },
            MultiMaterial = Input { Value = 1, },
         },
         ViewInfo = OperatorInfo { Pos = { 1057.75, 657.789, }, },
      },
      Merge3D3 = Merge3D {
         Inputs = {
            SceneInput1 = Input {
               SourceOp = "HalfBody_1_1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 1157.39, 530.723, }, },
      },
   },
}

Re: Merge 3D - move "anchor point"

PostPosted: Mon Aug 31, 2015 3:35 pm
by Chad Capeland
The rotation and scale isn't zeroed out. They're only going to give you the transform in the FBX by using that pivot (which is encoded in the FBX). Move the pivot before exporting, or use an additional 3Xf after the FBXMesh3D.

Re: Merge 3D - move "anchor point"

PostPosted: Mon Jan 25, 2016 10:08 pm
by Bob Place
I am brand new to Fusion so forgive me if I am way off base, but recently I import an OBJ model of a "futuristic" hinge (from the video copilot motion 2 collection) When I selected the piece I wanted to rotate the anchor point was all wrong. It was the anchor point of the model, not the part. So I tried to fix it using the pivot, I got the same thing you did. The entire model moved, and it was useless.

My solution was to isolate the piece I wanted to rotate using it's own merge 3d. Then I used the Merge 3d pivot to put the anchor point in the correct location. Then rather than the transformation on the model part, I use the transformation of the merge 3d.

This gave me the functionality I was expecting.

Re: Merge 3D - move "anchor point"

PostPosted: Wed Feb 17, 2016 5:46 pm
by Fernando Lamanna
I think if you do this, may work. Connect your Merge3D to a new Transform3D tool, and set the pivot as you desire.