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#1
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Transforming on Boolean
Just upgraded to 8.0 (nice improvements on fillet reliability, btw) ... but now when I apply a boolean, the selected object transforms and/or rotates. How do I stop this?
The object is not linked to any other objects, I've tried resetting the pivot, and it seems to happen with geometry that's both imported and native to PowerNURBS. Last edited by jakewells; 10-07-2011 at 09:43 AM. |
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#2
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Boolean Issue
Hey Jake,
Unfortunately, there is an issue with our sub object display when using Nitrous. If you revert to Direct 3D, the issue goes away. (Customize Tab->Viewports Tab->Choose Driver->Select Direct 3D->Restart Max) We have existing Nitrous issues with our Curve display when "Edged Faces" is selected in the Viewport. I'm not sure why the transform is set to zero but I will investigate today and let you know. Erik |
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#3
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Boolean Issue
Thanks, I will revert to direct 3D, and if that also solves the problem of seeing the mesh (rather than just the curves) in edged faces mode, so much the better.
I did notice that if you you perform a single-operand join on the object before applying a boolean, that solves the problem ... don't know if that helps with troubleshooting. Also, it's always been my experience with PN that the transform resets to the origin when applying a boolean. |
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#4
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Boolean Issue
Hey Jake,
Thanks for the information. The issue is actually related to our pivot issues. Check this post here. Basically, there is a documented bug that can mess up animations involving sub objects. We set our pivot to the origin to account for this. Anyways, in the post above, you can see that we exposed a switch through Maxscript that will allow you to revert to our "old way" of handling the pivot. npowerpivot() to access. npowerpivot "true" to turn on. npowerpivot "false" to turn off. I would use it at your own risk but it will keep the Pwr_Boolean temporary operand offset from happening. Additionally, it will allow you to stay on Nitrous if you don't want to go back to Direct 3D. Nitrous support is currently limited and this issue is related to how our objects are collected to be displayed in the viewport. We should have better support for this in the future but for now, there are at least a few workarounds. Erik |
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