Author Topic: problem placing imported objects properly  (Read 12857 times)

mischa

    Reputation: 23
problem placing imported objects properly
« on: December 06, 2010, 09:39:35 pm »
December 06, 2010, 09:39:35 pm
I have prepared a big library already, so that I can quickly fill my scene with life (objects). Now encounter the problem that when I drop one of these objects in my scene on the ground they got stuck in the floor. Can it be, that the software always places the pivot point of the object on the ground. I always aligned the objects pivot point (center of the object) to 0,0,0 of the world. I now have the impression that that was wrong and that it is better to place the minimum of an object of the z axis on 0 and only the center of x and y on 0. is that right? I hope you undrestand what I mean. I tried that with one of my billboard people and that way it worked.

Is it possible to move an object without moving it in z axis/ in height, for example a lamp hanging at the ceiling is difficult to copy at the same height?

problem placing imported objects properly
« Reply #1 on: December 06, 2010, 10:18:08 pm »
December 06, 2010, 10:18:08 pm
Well advanced move is relative not sure if this helps you enough.

mischa

    Reputation: 23
problem placing imported objects properly
« Reply #2 on: December 07, 2010, 09:24:20 am »
December 07, 2010, 09:24:20 am
will search for that, thx so far...

problem placing imported objects properly
« Reply #3 on: December 07, 2010, 09:42:59 am »
December 07, 2010, 09:42:59 am
Press ESC in the move item section.

problem placing imported objects properly
« Reply #4 on: December 07, 2010, 11:05:47 am »
December 07, 2010, 11:05:47 am
Pressing ESC will deselect all buttons and you are in 'Free' mode. This mode allows you to click anywhere on objects to move or rotate them. If you hover your mouse over an object you will see a green bounding box to indicate which model is under the mouse.

Keys:

H: move object up/down

R: Rotate object

mischa

    Reputation: 23
problem placing imported objects properly
« Reply #5 on: January 12, 2011, 05:15:12 pm »
January 12, 2011, 05:15:12 pm
What I need is the possibilty to move an object by a specific amount of meters to a specific direction.

At the moment I am trying to animate a roof. It is a swimbath whichs roof can glide to the side in summer time. I am going mad trying to animate that in Lumion. (in 3ds max it is so easy). The roof is jumping around and it is impossible to place it very exact. It would already be a big help if I could say push the roof 10 m to the left to its actual position.

Frank

    Reputation: 29
problem placing imported objects properly
« Reply #6 on: January 12, 2011, 11:32:27 pm »
January 12, 2011, 11:32:27 pm
Its my opinion since stone-age that the possibility of using exact numeric input is necessary for the conceptual design of a software for precision-loving people like architects. And mind the 0,0,0.

Its the origin of the whole world.Laugh(ironic-mode off).

newman

    Reputation: 2
problem placing imported objects properly
« Reply #7 on: January 15, 2011, 10:48:55 am »
January 15, 2011, 10:48:55 am
I am absolutely agree with Mischa! And even without animation, how can I place two objects on a fixed distance one from other without numeric input? There are no approximate distances and dimentions in architecture and environment design. I hope program builders heard about it Smile

problem placing imported objects properly
« Reply #8 on: January 15, 2011, 12:50:56 pm »
January 15, 2011, 12:50:56 pm
Of course we have, Absolute values type-in option when moving/rotating/scaling objects" was already added to the The Definitive Wish List for new Functionality a couple of days ago Wink

It's no secret that I also missed this function during the creation of some of the demo scenes in 2010, but as Ferry already mentioned in the forum they did not yet come up with a UI design for it which was compatible with the Simplicity-first design ethos of Lumion. We don't want Lumion to end up like this, so every new feature has to work with the existing UI....

problem placing imported objects properly
« Reply #9 on: January 17, 2011, 09:16:13 am »
January 17, 2011, 09:16:13 am
It is true the main reason this is not in now is that it is really hard to do it in a good way. The interface for it is difficult. Most important is that we don't want it on all the time. Just for experienced users that need it. Will you ever see type in boxes for objects? Probably yes. The main problem we have with edit box typein is that you can type the wrong number and your object is out of sight. So this feature produces numerous new problems. Also since Lumion doesn't show its origin people will ask for a grid and origin etc etc

newman

    Reputation: 2
problem placing imported objects properly
« Reply #10 on: January 17, 2011, 05:24:24 pm »
January 17, 2011, 05:24:24 pm
Hi, Ferry. Your struggle for simplicity is understandable. But for whom? For children? For housekeepers? Or for us, architectors and designers? All of as type numeric values and dimensions every day during our process of modelling. Look for instance on interface of SU. It is so simpleWink. And now look at interface of Lumion: figures are  present and spin in all your option windows, so you should only set them in a frames, give us possibility to type our own figures inside and flick Enter Laugh

Ferry, you adviced me to write email about terms of educational license. I have sent it, but there was no answer. Was your advise wrong, or address in the "Contacts" is wrong?

mischa

    Reputation: 23
problem placing imported objects properly
« Reply #11 on: January 17, 2011, 07:36:26 pm »
January 17, 2011, 07:36:26 pm
One good posibility to select an object which isn t visible anymore (or when having problems selecting an object) would be an object list in which objects can be selected or modified (visible or not and so on)...

problem placing imported objects properly
« Reply #12 on: January 18, 2011, 11:35:54 am »
January 18, 2011, 11:35:54 am
I will send you a personal message with the email address again. 

 

Also that we create a good interface doesn't mean your children and housewives. However I can for 100% say for certain that it is really easy to create an interface that even the brightest minds can't control. If you want a complicated interface Lumion is not the place to be.

 

And I don't like the idea of lists we rather search for a method that you don't need them.

mischa

    Reputation: 23
problem placing imported objects properly
« Reply #13 on: January 18, 2011, 12:10:50 pm »
January 18, 2011, 12:10:50 pm
Yes I can understand the idea of an easy to use interface with hidden special menus for the already more skilled ones and I don t feel like a child working with Lumion. Only in apositive way, because it feels like playing while creating a virtual world.

 

Nevertheless I think it could often be very usefull in big worlds to have the possibility to unhide an object list where it is possible to select an object or modifiy its properties by clicking on the object name.

 

All the people working with Lumion must know how to use a 3D software (Sketchup, 3ds max, Autocad) so that they can model their buildings in 3D to export it later to Lumion. So they must be firm with layers or object oriented modelling somehow.

 

The great thing about Lumion is the possibility to achieve movies and realtime presentations in minutes. That will still be like that when you add more hidden menues. In Quest you have to prepare so many things before having a scene you can walk through and so on. That is done in Lumion automatically (only collision detection is still missing). And that is the great thing and will not be changed by adding the possibility of keyboard entries and stuff like that.

newman

    Reputation: 2
problem placing imported objects properly
« Reply #14 on: January 18, 2011, 01:10:19 pm »
January 18, 2011, 01:10:19 pm
Thank you Ferry.

Penury - complexity. Where is optimum, that's Question!