Hello.
I have a bit of a problem with the Copy & Paste Location not working and I was wondering if someone could offer some suggestions.
I often have to update parts of a model. I import the part, apply the texture and then try it move its new location. When I use the Copy & Paste Location, the new part shoots off into the distance instead of lining up with the old part.
What is causing this and how can I stop it? I think I read something that it has to do how the part was modeled and saved in the CAD software(?).
Thank you for reading this and I apologize if this is a basic question. I am a bit of a noob when it comes to this software.
Iâm not sure about the cause, but as a quick workaround, you can select the old version of the part as the pivot for moving the new one and âsnap to pivotâ
Yeah, thatâs kind of what Iâve been doing. It works, but I was hoping to find out why Keyshot does that. Itâs bugging me.
Thanks.
Me too ))
My vote is for a more clear coordinate system, where you can see where the origin is and how every single body or group relates to it. Looks like for now KS uses a kind of relative system, where each imported group have own origin, and parts of this group get coordinated relative to this local origin instead of a global one. You can switch between local and global coordinate systems when moving, but itâs doesnât very helpful when you donât know, where those origins and offsets between them. Things are going even worse when you set up rotation animations for complex assembly.
1 Like
And this is all further complicated by grouping/nesting of parts, in which the group and each part has their own coordinates, and need to be calculated from the part level up through the groups to even the Model set that can have its OWN coordinates. Talk about a brain twist is when the coordinates of the parts seem to match but then the group is off, its takes some detective work.
Would be nice to have a PSR (Position, Scale, Rotation) reset button like cinema 4d has, for quick âwhere the hell did that goâ fixes. Also, options for copying just the coordinates, but not scaling would be nice, as often times the scaling is fine, I just want to copy/paste the coordinates.
I watched a youtube video about how different coordinate systems need to work together and the math that goes on behind the scenes to prevent spin/rotation locks and âgimbal-type errorsâ and my brain sort of melted.
2 Likes
I had the same issues while working on the Braun TP 2 animation and certain parts moved with animation but got hard to get back to their origin.
I suggested a change to keep track of the actual total x/y/z transforms and rotation so typing in 0/0/0 will give you the original state. But the entire transform logic is hard on my brain since translating something -179 on Y gives a rotation on X/Z and puts one on -90 whatever. Actually there are a lot of times you canât rotate higher/lower than 90/-90 which is painful.
Like Brian says, especially updating something later on is also hard. But I think that could be solved by some smarter logic behind the âupdate geometryâ option. I shouldnât matter if items got rotated, renamed or ungrouped as long as KeyShot keeps track of what you did updating a model shouldnât be such a lot of work. I suggested to make âupdate modelâ a completely separate button since I think people would use it a lot if it would work well. It just has to work a lot smarter and you shouldnât have to rotate things again. Donât think itâs too hard to just keep the info about what you did with a certain object and basically it just has to know the total of rotation/translation and how you ungrouped/grouped objects. Wonât be a 1000âs variables.
1 Like
Totally agree on the additive nature of the coordinates system right now. if I rotate something +90 Y, the numbers should stay +90 Y, not translate that into the equivilent XZ rotate. There is probably some strong math reason that has to happen, but dang hide that crap from the user! I am a creative for a reason
I stopped math at pre-algebra.
I would use the Cinema 4d to Keyshot plugin a lot more if it just plain worked, but you have to be very careful about what you change and where. When they figure out how to read C4D keyframes and animations directly without having to use alembic will be the day I cheer out loud in my quiet cubeland of corporate america.
2 Likes
Iâll chime in here because this has bitten me in the rear as well. Comments from @matt.gerard @oscar.rottink and @oleksii.rybakov are all pretty accurate from my experience.
The âpositionâ of a part/group also seems to be based upon where the part was at time of import. Meaning if you reset or set to 0,0,0, rather than being back in the center of KeyShot scene, youâre back to where the part imported.
Iâm not offering a soution here as much as tossing in a vote for a more robust solution to this issue. I recall requesting a way to âzero outâ a parts coordinates. But as I understand that would likely cuase complications with some other existing behavior.
2 Likes
@will.gibbons I think you are correct, the base âzeroed outâ coordinates for an object/group is where they were when they came in. It would be nice if the Local/Global switch would change those numbers too, Local being the 0,0,0 of the object when they were imported, and the Global refer to the origin coordinates in respect to the worldâs 0,0,0
@will.gibbons I currently try to prevent update geometry issues to be sure I never let Keyshot put an object in the center but just make sure Iâve the object already in the center in my modelling software. So I always select âkeep position relative to native originâ.
That way I prevent at least introducing a ânewâ 0,0,0 and a moving geometry if an updated geometry has a bit different bounding box.
I understand an option like âcenter geometryâ can be useful and handy but if it doesnât remember itâs translation from itâs native origin it introduces confusion.
2 Likes