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Vue F.A.Q (Last Updated: 2024 Oct 26 8:50 am)



Subject: Please confirm this bug for me - This is driving Me Crazy!


LMcLean ( ) posted Thu, 26 February 2009 at 4:31 PM · edited Fri, 08 November 2024 at 5:30 AM

Can some of you using Cinema 4D Please confirm this Bug for me. You must Have Cinema 4D R10 and Vue Infinite 6.5. Please try this.

  1. Create a plane object or a cube in Cinema 4D. Now export it as an .obj and as a .3DS.

  2. Now import the .obj or .3DS cube or plane into Vue.

  3. Problem - Now notice the pivot point of the cube or plane is not centered in the object in Vue so when you select the cube or plane and center it to "0,0,0" in Vue the object is not centered in Vue.

Can someone please confirm this?

Also if someone has Cinema 4D R10 and the new Vue Infinite 7, could you please try this and let me know if the pivot position is centered in the object when imported to vue?

Thanks


spedler ( ) posted Thu, 26 February 2009 at 5:39 PM

Okay - using C4D10.5 and Vue 6.5, I can confirm that the axis is not centred in the cube exported from C4D. The actual object is centred on import (by eye) but in the coordinates panel is shown as X = -71.4 cm, Y = -71.4 cm, Z = 0. So if you change X and Y to 0, the object is no longer centred. Same behaviour with both .obj and .3ds export. Interestingly, using the excellent Riptide plugin in C4D, the error is partially corrected - X and Z are both 0 now but Y is still off.

The problem is still partly there in Vue 7, in that one axis is still not zero on import - Z has the same error.

Don't know if that helps any... :-(

Steve


LMcLean ( ) posted Thu, 26 February 2009 at 6:33 PM · edited Thu, 26 February 2009 at 6:35 PM

Spedler,

Hi, thank you for trying this and yes that helps a lot! :)

I like to have my object centered at X= 0 and Y=0 but then the object is not centered in Vue. I don't know if this is a Cinema 4D problem or a Vue Problem but it is annoying none-the-less and I hope it can be fixed in Vue 7 before I purchase it.

Its good to know Riptide could fix the X and Y axis. So are you saying if I export the 3DS file using the default Riptide settings the object will import with the X and Y pivot point at 0?

This would be a great work around if it works!


AVANZ ( ) posted Fri, 27 February 2009 at 2:33 AM

 What happens when you recentre the pivotpoint of the object in Vue??


Mazak ( ) posted Fri, 27 February 2009 at 4:06 AM

Same problem with Cinema 11.021 32/64 Bit and Vue Infinite 7.21. Riptide did help but Y Axis (vue) is still wrong.

Mazak

Google+ Bodo Nittel 


spedler ( ) posted Fri, 27 February 2009 at 4:31 AM · edited Fri, 27 February 2009 at 4:41 AM

Quote - Its good to know Riptide could fix the X and Y axis. So are you saying if I export the 3DS file using the default Riptide settings the object will import with the X and Y pivot point at 0?

This would be a great work around if it works!

Riptide exports .obj, not .3ds. so you'd have to export in .obj format. As far as the axes are concerned, it depends on whether Y or Z is the up-axis. I have it set to Z is up, so for me the obj exported by Riptide has the values X=0, Z=0, Y=-71.4. If you set it to Y-up then X & Y are both 0, but Z is off.

One thing you might consider is dropping Keith (spanki@rendo) an IM, or contact him via his web site (http://www.skinprops.com/) because he wrote Riptide and knows more about the .obj format than anyone else I know. He might be able to help or at least explain what's happening.

(Later) - I've just found something interesting. Once the .obj is imported, if you just grab the gizmo and move it around a little, you can then set it back to have position 0,0,0 in the coordinates panel. If you do that, the error seems to have corrected itself - both the object and its pivot point are now at the Vue centre. Try it and see if it works for you. If it does, then this is IMO a Vue error on import, not a C4D error.

Steve


2ni ( ) posted Sun, 01 March 2009 at 5:33 AM

I did the test with Hexagon and Vue Pro Studio 6.60 : both pivot X and Z are ok but Y is bad, I have to offset it to -10 to visually have it centered.
But it doesn't help to get it centered in the world space with 0, 0, 0, I have to 0, 10, 0 (logical because I have offset the pivot) ...


Spanki ( ) posted Tue, 24 March 2009 at 6:22 AM

Sorry to be so late to the party, but....

Just to clarify and add my 2 cents, this definately sounds like a Vue issue.  Keep in mind that .obj files don't contain any 'pivot' (or axis) info at all - just the vertex coordinates.  So if you export a Cube primitive, you can just bring the .obj file into a text editor and see the vertex locations.  If you didn't move the cube around or resize it before export, then the 8 vertices are likely:

-0.5  -0.5 -0.5
-0.5  -0.5  0.5
-0.5   0.5 0.5
-0.5 0.5 -0.5

0.5  -0.5 -0.5
0.5  -0.5  0.5
0.5 0.5 -0.5
0.5   0.5 0.5

...(though the order they are listed may be different).  In other words, these vertices would all be + or - 0.5 around the 0/0/0 world origin (unless you scale up or down when exporting, but they'd still be centered).
 
So, if Vue is placing the 'pivot' point of the object at somewhere other than the center of the 8 vertices (or explicitely at the world origin), then... well, there's nothing in the .obj file telling it to do that.

Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.


LMcLean ( ) posted Tue, 24 March 2009 at 11:22 AM

Thanks for responding Keith,

Yes, when a perfectly square cube is imported into Vue the pivot point is not in the center but slightly offset or about 2/3 off center. It would be ok if the axis point was off on Vues Z (vertical) axis but it is not centered in Vues Y axis which makes it almost impossible to line up to the center of the grid.


spedler ( ) posted Tue, 24 March 2009 at 12:23 PM

Did you try the workaround I mentioned above? And did it work?

Steve


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