Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 09-09-2008 , 09:47 PM
ben hobden's Avatar
Subscriber
Join Date: Jul 2008
Location: Chelmsford, Essex, UK
Posts: 1,162

snapping to origon

How can I snap an object to the grids origon? Im continuing to practice my modelling, and I'm trying to place my current model across the origon so I can delete half the faces, and then mirror it across the x axis later on. But when I create objects I scale them up manually at random points rather than clicking create and having it pop up at the origon as default. Probably I should get out of this habit where I can. But there must be a way to place an object at the 0,0,0 axes of the grid after its creation. If i put 0's in the translate boxes of the channel editor it obviously resets the object to its origon of creation, not the origon of the grid.

# 2 09-09-2008 , 10:08 PM
NeoStrider's Avatar
Registered User
Join Date: Jun 2004
Location: Cleveland, Ohio (USA)
Posts: 1,541
well most times the origin of creation (unless you use the interactive placement for creation) is the grid's origin... when you start moving primitives before actually modifying them is when you get into trouble... after pressing insert to move your pivot point, you can hold down v to snap to a vertex and drag the pivot to a vertex at the edge of your object, leave pivot mode by pressing insert again, and then hold x to snap to the grid and move the object back to the origin.


Accept no substitutions.
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads