Set pivot to center object

Set pivot to center object

Anonymous
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Message 1 of 8

Set pivot to center object

Anonymous
Not applicable

Good morning.

I've a question about a little problem with a setting pivot to center object and after to origin of the world plane (0,0).

For example with a complex object like a chair how I can set the pivot on to center of it, and then move the chair in 0,0 world plane? Like in 3D Studio Max for example.

Thanks for any help

Emanuele

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23,303 Views
7 Replies
Replies (7)
Message 2 of 8

TrippyLighting
Consultant
Consultant

You can change the pivot point of objects in Fusion 360, however, if you are coming from 3DS Max Fusion 360 follows a very different design paradigm and you'll have to forget some things you've learned with 3DS Max.

 

 

Setting Pivot point.gif


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Message 3 of 8

Anonymous
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Thanks for replayed. I know F360 use a different concept from 3DS.
If I understand right I can set it only in vertecs or edges of the object,
right?
Or how can I set a pivot in the center of gravity of an "organic shape"
object like a chair or sofà?
Thanks

--
*Emanuele*
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Message 4 of 8

Anonymous
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Thanks for replayed. I know F360 use a different concept from 3DS.
If I understand right I can set it only in vertecs or edges of the object, right?
But how can I set pivot in the center of gravity of an "organic shape" object like a chair or sofà? Is it possible? I need to put it and the object at 0,0 world plane
Thanks
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Message 5 of 8

TrippyLighting
Consultant
Consultant

You can do this, t it works differently that you probably think.

 

The first thing you should understand is the difference between Components and Bodies in Fusion 360.A componentt is really a container for setehs, bodies, construction planes etc.

A component has it's own origin, whci is really its own coordinate system. When you create a component ( and make sure it's activated) and then crate a skethc and a bodt from it, you can actually move the body using the move commnad, but you will notise the the origin of the coomponent will remain in place.

So now you can move the body of the sofa component in reference to the origin and then use the component origin to position it in your design/scene.


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Message 6 of 8

Anonymous
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I've a component, it has the pivot on a corner out of the (chair for example), sorry but I'don't understand How I can set it in the center of gravity of the chair and then move all my component to 0,0 world plane. I haven't reference position/point to  set it in the center of the chair.

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Message 7 of 8

Anonymous
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I too, find the set pivot tool to be completely frustrating. There should be an option when you are setting the pivot in both move mode and edit form mode, to set the pivot to the center of your selections. As of now, when you chose "set pivot" you have to pick a vertex to set it to and then guess where to move it to after that. If you have "local" chosen as your coordinate space when in sculpt mode and are "editing form" you don't get a choice to set the pivot, a big shortcoming in my opinion. Alot of the time when I'm setting the pivot when editing a form, I can't set the pivot when world space is selected as the manipulator disappears from the screen and won't snap to anything.

 

 

Message 8 of 8

Anonymous
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Accepted solution

Please correct me if I'm in wrong. "Component " has two parts: origin and bodies, I can move component (bodies + origin) whith snap into a specific point of the world, and/or move the origin of the component in a specific point.

Or move the bodies respect of its pivot when I set the bodies's pivot. But if I rotate the bodies, I lost every reference to the real 0,0plane