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Subject: I know engineers; they love to change things: the Scale Tool in Vertex


sfdex ( ) posted Mon, 04 February 2008 at 10:14 PM · edited Mon, 29 July 2024 at 3:29 AM

Hi, all --

I'm working in the vertex modeler in C6P, and I see what seems to be another change from C5P, unless there's a magic keystroke or preference setting I'm missing. 

It's the scale tool.  Used to be, you could select an object, say a cube, and select the scale tool, and grab near one of the edges -- not on the scale handle thing, but on the model itself, near one of the edges -- and scale only that edge without moving the scale of the other edge around the center of the object.

Now it seems that it doesn't matter where you grab on the object, it scales proportionately from the center of the object.

Is there a way to get the vertex modeler to behave like it did in C5 when scaling objects?  Or is it another thing that Daz decided to change willy nilly?

Thanks!

Dex


sfdex ( ) posted Mon, 04 February 2008 at 10:15 PM

By "scale of the other edge around the center of the object" above, I meant scaling the object  symmetrically in each dimension around the hot point.

:D


JohnMalv ( ) posted Mon, 04 February 2008 at 11:00 PM

I just tested this in both C5 and C6. The scaling behavior in the Vertex Modeler is identical as far as I can see, unless I'm not understanding you. You have to grab the small tan colored squares that are present on each side of the bounding box to resize (pull) the desired side.

The behavior of Scale in the Assembly room is a different story. In order to get the same results as in C5, you have to go to the Motion tab and under the Transform heading, change the Lock from "Hot Point and Center" to "Hot Point Only". Unfortunately it doesn't default to that setting so it's an inconvenient  PITA.



sfdex ( ) posted Mon, 04 February 2008 at 11:48 PM

file_399280.jpg

JohnMalv --

THANK YOU.  Don't know why I didn't get it to work for be until reading your response, but it does seem to work in the vertex modeler, after all.

Love this forum.

Hey, you wouldn't happen to know how to get the numeric entry to work in the vertex modeler, would you?  When I scale something to 90% (for instance) using numeric entry, it drops WAY more than just 10%.  (And I did try entering 10% instead, but it also drops in size significantly more than 10%.)  Attached is a still of what I mean.

Thanks, again!

 - Dex


nomuse ( ) posted Tue, 05 February 2008 at 4:34 PM

 I am in fear of using the numeric entry since it started eating models.

(That said, I use it a lot for adjustments finer than are possible to make with the scale handles).


JohnMalv ( ) posted Tue, 05 February 2008 at 9:18 PM

Quote -
Hey, you wouldn't happen to know how to get the numeric entry to work in the vertex modeler, would you?  When I scale something to 90% (for instance) using numeric entry, it drops WAY more than just 10%.  (And I did try entering 10% instead, but it also drops in size significantly more than 10%.)

Dex-
I'm trying this now as I type. Using a small scale scene everything works as expected. I created a 1x1x1 inch cube in the vertex modeler and typed 50% in the global scale box and a .5 inch cube was the result. So far so good.

Next I created a medium scale scene and created a cube in the vertex modeler. I entered 1ft for all dimensions and a 12ft cube resulted. Yikes. Then I entered 50% in the global size box and my 12ft cube was reduced to 1/2 foot. Something is wrong. What I'm getting here is that the resizing by percentage (50%) is working correctly and is obviously based on my original input of 1'x1'x1'....so it seems the problem is with the actual creation of the cube at 12 times the size that was input.  1' reduced by 50% IS .5' so that's correct. IOW, had the vertex modeler produced the cube at the dimensions as entered (1'x1'x1'), the percentage scaling would be working correctly.

Now I create a large scale scene and again create a cube in the vertex modeler. I enter the same 1'x1'x'1 dimensions for the cube. This time a 1200 ft cube is created! Weeee. Again I enter 50% in the Global size box and I get a .5' cube which is correct if you base it on the dimensions I input originally, but obviously not correct for the 1200ft cube that the VM produced. It appears the problem isn't the scaling but the creating of the cube.

I think the global scaling is fine but the cubes are not being created according to the dimensions that are input. 1 ft should mean 1 ft no matter what size scene is being used. A number that seems consistent throughout all this is 12. If you create a cube in the medium size scene, take notice of the default numbers in the dimension boxes. ".42ft" seems like a strange default size but if you multiply by 12, you get a 5 foot cube...which is what results. In the large scale scene the default size for the cube is still ".42ft" and the resulting cube is .42' x 1200' = 500' (it's actually 504' but they must round it down for some reason which isn't too cool if you're going for accuracy)

I think I saw a bug report submitted, was that you?



sfdex ( ) posted Wed, 06 February 2008 at 11:27 PM

Wow!  Thanks very much for such a thorough investigation.  You're right; that certainly seems to be the issue. 

I did submit a bug report.  Please feel free to add this info to that report. 

So, it seems that I need to work in a small scale scene, then come up with some way of importing that into a medium scale scene to incorporate my DAZ figures.

There's a workaround (without having to go back to C5), so that's good!

Thanks again!

 - Dex


JohnMalv ( ) posted Thu, 07 February 2008 at 11:55 AM

I added to your bug report. Let's hope something gets done about it! :)



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