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Help with the GECK - rotating an object

General help and troubleshooting.
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Arkngt
Posts: 382
Joined: Fri Jun 26, 2015 7:52 pm

Help with the GECK - rotating an object

Post by Arkngt » Tue Jun 30, 2015 7:29 pm

I'm trying to place the Deathclaw Gauntlet correctly in a weapon display in the GECK, but it's beyond me how to achieve it. It's "center" is like three meters away from it so when I use X Y C, it rotates like a planet around an invisible sun, making it mathematics on Einstein's level to figure out how to simply rotate it around its own axis a bit. I must have spent two hours on it now, with the end result that its basically worse than when I started out with it.


How do you control XYZ rotation of an item like that? I'm going crazy.


EDIT: Nevermind, I fixed it. Crazy frustrating, though. 


»You're no match for science!« Doctor Mobius

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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

You can just double click it

Post by RoyBatty » Wed Jul 01, 2015 5:04 am

You can just double click it and edit the rotation numbers by hand, they will update as soon as you click another box in the dialogue. Sometimes it's easier to manipulate things that way.


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Arkngt
Posts: 382
Joined: Fri Jun 26, 2015 7:52 pm

Thanks. Yes, that was what I

Post by Arkngt » Wed Jul 01, 2015 10:59 am

Thanks. Yes, that was what I did (do). The issue in this case was that the mesh rotates around a center that is far from the actual model. I ended up rotating it a bit with X, balancing it a bit with Y and than repeating it dozens of times until it was appr. how I wanted. It seems basically impossible to tweak the placement exactly as you want it with such nifs.


a = model


b = center it rotates around


a ------------------------------------------------------------------------ b


»You're no match for science!« Doctor Mobius

TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

The world model of the

Post by TrickyVein » Wed Jul 01, 2015 11:08 am

The world model of the Deathclaw Gauntlet isn't skinned like its wearable counterpart so it should be at the origin. It is.


What is the editor ID of the weapon you're trying to place?


Also, you can't adjust the origin of objects from within the GECK. Nor would you want to edit a vanilla file like this from within NifSkope. Anyway, Roy is right but remember: you can just rotate things with the RMB and even along specific axes by holding down x, y, or z + RMB.



Arkngt
Posts: 382
Joined: Fri Jun 26, 2015 7:52 pm

It's not the vanilla file. It

Post by Arkngt » Wed Jul 01, 2015 11:33 am

It's not the vanilla file. It's a mesh from SDs Megaton Trophies mod. I checked it in NifSkope, but didn't get much wiser. Perhaps I should check out the world model instead - but now the work is done. I'll keep that in mind if I have a similar issue with something else.


Thanks for the tip! As it is I work mostly in the window for the item I want to manipulate as I find it difficult to select items in the render window (i.e. there's a light in the way or I accidentally select a beam close to the item etc). I have to say that it goes better and better, though. I screamed in frustration over navigating and manipulating stuff in the render window just a couple of days ago.


»You're no match for science!« Doctor Mobius

Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

To remove problematic items

Post by Gribbleshnibit8 » Wed Jul 01, 2015 4:21 pm

To remove problematic items between you and what you want to edit, without actually editing them, click at the item you want to edit. If something between you and it is selected hit the '1' key 2 times to temporarily disable it. You can also use the Cell Window to filter and select large numbers of items at a time (I filter for 'FX' and 'light' usually) select the whole group, then focus the render window and hit '1' twice. That disables all the glow effects and lights, and leaves the room much easier to work on. Hit F5 to reload the cell and bring all that stuff back.



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