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sculpty wobbing rotation


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Hi folks, on my third try at making a 3 bladed boat prop. I'm using Jass Pub. the sculpt shows as centered within the bounding box before baking. Once imported into sl, the blades seem to be forcing the sculpt to one side of the bounding box, resulting in an offcenter wobble when rotated. Is there a way to force the sculpt to stay centered, even if it means a bigger Bounding box ?

headed to bed, I'll check back tomorrow.

Thanks in advance, for  suggestions or help.

Royal

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This is because the center of the bounding box, which is the pivot for rotation, is not at the hub of the propeller (top picture). However you rotate it, it remains offset. For mesh, the solution is to add a piece whose outside point is exactly opposite the center of the blade parallel to the bounding box (triangle in the lower picture). This is easy for mesh, because you can make it a different material and set that to transparent texture. For a sculpty, you will have to sacrifice the required vertices for the extra piece and the zero-dimension link to the rest of the propeller, and then use an alpha texture that is completely transparent where it maps to the extra piece.

A better solution with the sculpty is to deliberately waste the part of the bounding box between the left edge (in this picture) of the propeller and the tip mof the triangle. This can be done by only using the required part of the X (red here) range here about 42-255. The precise number depends on the bulbousness of the blades. This is easy to do with Primstar in the bake sculpt mesh dialog. (If your software doesn't have that facility, it could theoretically be done by scaling and shifting the red channel range in a bitmap editor.)

For super accuracy with the sculpty, you will also have to take account of the fact that there is no central point in the 0-255 default integer-only scale of the bounding box. It would be 127.5 which is impossible. That means you can't have any vertices on the central lines.

propellercenter.png

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