LunarTick opened this issue on Nov 10, 2004 ยท 15 posts
LunarTick posted Wed, 10 November 2004 at 6:24 PM
The image you see before you are 3 spheres. Now what i want to do is place the two outer objects directly opposite each other and at the same distance apart from the center one. could one of you great masters of this program tell me how i do this.
Maybe i shouldn't have used the spheres as the objects i'm wanting to use all have a square base on them.
Message edited on: 11/10/2004 18:26
MoonGoat posted Wed, 10 November 2004 at 6:40 PM
Group them and rotate the group to get them opposite each other...I think thats what you wanted.
Aldaron posted Wed, 10 November 2004 at 6:59 PM
Use the top down view to help position. You can use the "a" (attributes) to manually enter the x/y/z coordinates.
RodsArt posted Wed, 10 November 2004 at 7:00 PM
Message edited on: 11/10/2004 19:02
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Ockham's razor- It's that simple
Flak posted Wed, 10 November 2004 at 7:06 PM
I would firstly do it by eye to get the rough positions of the spheres done, then I'd use the attributes panel for each object to numerically position things (just requires a bit of basic math). If you don't like the math method, I'd go for ICM's idea.
EDIT - like Aldaron said oops
Message edited on: 11/10/2004 19:08
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RodsArt posted Wed, 10 November 2004 at 7:15 PM
Classic funny...different roads, same destination.
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Ockham's razor- It's that simple
dan whiteside posted Wed, 10 November 2004 at 7:28 PM
What may also help is to select all the objects and under the Alignment Icon in the edit pallette select Snap to Grid. This snaps all the objects to Bryce's internal grid (which is the same as the mesh of a default infinite plane). If any of the objects snaps "wrong", select it and use the shift +arrow keys (or pageup/down for y axis movement) - this moves the object by 1/2 grid units. Hope that made sense; Dan
Claymor posted Wed, 10 November 2004 at 7:37 PM
Um...I'd create two. Move them along the X-axis in opposite directions till they looked spaced correctly. Then I'd group them and center the group along the x-axis. Then I'd create the third which, by default, lands centered....right in the middle of the other two.
Claymor posted Wed, 10 November 2004 at 7:38 PM
Oh, importing would work the same way. It lands universe center.
LunarTick posted Wed, 10 November 2004 at 8:15 PM
haloedrain posted Wed, 10 November 2004 at 9:11 PM
You could just put the middle thing directly at world center, move one object along either the x or z axes (not both), then duplicate, go to the attributes and add a negative if you moved it in the positive direction, or remove the negative if you moved it in the negative direction, and boom, it's directly on the other side, with everything equidistant. No guesswork and no math. Or did I miss something and there's a reason everyone is trying to be so complicated about it? Anyway, then you can group the three objects and position wherever you like and they stay together.
xenic101 posted Wed, 10 November 2004 at 11:34 PM
getting kinda repetative but, assuming the little pyramid is a mesh or object group and this is a frontish view and the big pyramid is unrotated at the world center, duplicate the mesh or group, with the new object or group selected (should automaticaly be, after duplicating), click the tick mark under the resize tool to bring up the menu, flip X (mirrors the mesh), bring up the attributes and ad the negative to the X position. Just like halodrain says.
xenic101 posted Wed, 10 November 2004 at 11:50 PM
Or you could (still assuming the center pyramid is at world center) open the attributes box for the smaller pyramid, click the lock to unlink the orgin from position. change the X,Y,and Z origin to 0 (effectivly puts the origin handle at 0,0,0). Close the box then reopen it (not sure if this is needed, better safe than sorry) the little pyramid should be in the same spot as before. Now, with ot still selected, multi-rep once rotateing 180 along Y. Now a new little guy is on the other side facing the other way. open its attributes box, click the lock, enter in origin as whatever the position is. Close and reopen the attributes box. rotate 180 Y again (spin in place). Now it's on the right faceing forward. Flip X if you want it symetrical. Now that's the complicated way.
pogmahone posted Thu, 11 November 2004 at 12:59 AM
haloedrain's method is the one I'd use, too. simple, sure, easy :^)
scotttucker3d posted Sat, 13 November 2004 at 1:26 AM
The internal Bryce grid is always on. The arrow keys nudge objects 1 Brycean unit. Create one sphere. Duplicate. Use right arrow key to nudge new sphere X Brycean units. Duplicate middle sphere again. Use left arrow key to nudge new sphere X Brycean units. Perfectly distanced and dead simple to do. Scott