### Author Topic: Rotating all objects within FP object  (Read 3893 times)

#### Richard Birket

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• Posts: 152
##### Rotating all objects within FP object
« on: November 15, 2010, 11:58:36 AM »
I have created a ForestPro object with a table (a VrayProxy of a table) as the object. I am using a grid-type distribution map. How do I get all these tables to uniformly rotate so that they align with the walls of my building? (the building is not aligned north/south)
Kind Regards,
Rich

#### Richard Birket

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• Posts: 152
##### Re: Rotating all objects within FP object
« Reply #1 on: November 15, 2010, 12:02:58 PM »
Now realised that you just rotate the actual object you are distributing. This seems a little crude. The optin to rotate the object should be within the FP object as sometimes I may have the same object in two different FP objects.
Kind Regards,
Rich

#### iToo

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• Posts: 3735
##### Re: Rotating all objects within FP object
« Reply #2 on: November 15, 2010, 12:35:49 PM »

We must get the rotation of the source object, because it's more intuitive for the user to scatter exactly the geometry that he is seeing on screen. In Max the objects may have multiple transformations applied: you see a teapot on a table, but internally the mesh may be rotated in any angle.

There are multiples ways to rotate the items in Forest, without modifying the proxy:

1) Apply a Z random rotation using closely range values, as 59 to 60 (don't use the same value since Forest will disable it).
2) Swtich to Custom Edit mode and edit the rotation of each item individually.
3) You can even rotate the full Forest object, although the result is different because the pivot used.

Carlos Quintero
iToo Software

#### Richard Birket

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• Posts: 152
##### Re: Rotating all objects within FP object
« Reply #3 on: November 17, 2010, 11:39:23 AM »
"1) Apply a Z random rotation using closely range values, as 59 to 60 (don't use the same value since Forest will disable it)."

This seems the obvious option to me in this case - I had been setting the min/max values to the same value which is why it wasn't working for me. However, I still don't really understand why there isn't an option within the FP object to simply rotate all objects by a set angle. By default, geometry should be rotated as the objects are in the scene, but a simple overide rotation option would surely be a simple addition, no?
Kind Regards,
Rich

#### iToo

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• Posts: 3735
##### Re: Rotating all objects within FP object
« Reply #4 on: November 17, 2010, 05:34:55 PM »

Yes, but a simple rotation parameter is redundant with the min/max values, because both options cannot be applied simultaneously. Also, new parameters always adds some extra workload to the plugin (and mess up the interface).

Anyways, we will modify the plugin to accept a same value for min/max, that has more sense.

Carlos Quintero
iToo Software