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Is it possible to rotate the axis gizmo of an object?


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Hi there. So I have decided to delve into the creation kit for fo4. Not my first time using development tools, but as with all software, they have their learning curves. So my question is, is it possible to rotate the axis gizmo of an object? Whenever I place an object in the world, and then rotate it, for example: a floor piece, the axis of the object remains in the same position as before I rotated the object, while the object is now skewed and not aligned with the axis. I must be missing something or some tricks here, because this makes it a real pain to try and align these objects with other objects and props. Any insight or help would be much appreciated!!

 

Thanks!

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If it's anything like the Skyrim CK, you may have a better time just using right-click, drag or the z, x, c, v keys. I find the gizmo to be a royal pain in the butt. Make sure your two snap-to settings are on, on the top tool bar, and the item should snap to fit directly into its counterpart.

 

Thanks, that may help a little bit. I think a better way to describe the problem here is that I am currently trying to place down floor pieces. (And mind you, I do have the two snap settings turned on while I am doing this) The first floor piece I have to rotate so it fits in the world in the orientation that I want. But because the axis is not aligned with the piece (currently the axis is diagonal across the square floor piece), when I want to say, move another floor piece left or right on the z plane as to connect it to the first floor piece, I can only seem to move it diagonally, which is causing a heap of problems. Also the floor pieces don't seem to want to snap together? Hmm, perhaps pointing me in the direction of a tutorial that covers this topic? I've looked around and haven't quite found one covering this problem.

 

The Gizmo can be useful when turning furniture and stuff to look disheveled but it is a little counter intuitive.

And thank you for the input!

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This sounds like because your working off of the grid in a worldspace. Snapping can be a pain in that case. One thing I do in this case is to build the room or rooms in an interior cell that the player can never access. Get everything snapped and basic layout done then select all tiles walls floors and whatnot and create a static collection out of them. Lastly going to the worldspace location I want to use in the game and Placing my static collection in the orientation I want it. You can then choose to fragment the static collection or not I normally do because of material swaps getting lost.

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This sounds like because your working off of the grid in a worldspace. Snapping can be a pain in that case. One thing I do in this case is to build the room or rooms in an interior cell that the player can never access. Get everything snapped and basic layout done then select all tiles walls floors and whatnot and create a static collection out of them. Lastly going to the worldspace location I want to use in the game and Placing my static collection in the orientation I want it. You can then choose to fragment the static collection or not I normally do because of material swaps getting lost.

That there is some great info, thank you! That should help out a bit, but dang, these tools could use some adjusting in my opinion, haha! I remember I used to tinker with the G.E.C.K., back in Fallout 3, and I don't recall having this much of an issue building things, but that just may be my bad memory, hahaha!

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FO3's tile sets were a lot less modular and The game wasn't as open world. Once you get past the learning curve and figure out a few tricks it's not so bad. Learn to use the layer system I absolutely love it It can give you a lot of control and help in the render window if you start to turn off stuff you don't need drawn or seen while your working.

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FO3's tile sets were a lot less modular and The game wasn't as open world. Once you get past the learning curve and figure out a few tricks it's not so bad. Learn to use the layer system I absolutely love it It can give you a lot of control and help in the render window if you start to turn off stuff you don't need drawn or seen while your working.

Right, I gotcha, I never got too deep into the GECK, but I definitely did enjoy using it when I did, always loved to cluttered worlds in Bethesda games and making my own cluttered areas. Though, have to say, my favorite map maker is probably the Hammer Editor, that or maybe the most recent Radiant edition for Black Ops 3.

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This is outside of your question but a tip for working on worldspaces. (Most of my mod adds open world interiors) Unless I'm editing landscape or generating new Pre-Combined Meshes and Visibility I open the Ckit preferences and change the Grids to Load from the default of 5 to 3, doing this reduces the load time for the render window because it's only drawing 9 cells instead of 25.

 

I also put all of my work in a custom layer so I can turn off anything that Isn't added by me, this helps draw time also

 

Lastly I for the most part always tick the selected only box in the cell view window because doing so helps with the lag when crossing a cell border.

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This is outside of your question but a tip for working on worldspaces. (Most of my mod adds open world interiors) Unless I'm editing landscape or generating new Pre-Combined Meshes and Visibility I open the Ckit preferences and change the Grids to Load from the default of 5 to 3, doing this reduces the load time for the render window because it's only drawing 9 cells instead of 25.

 

I also put all of my work in a custom layer so I can turn off anything that Isn't added by me, this helps draw time also

 

Lastly I for the most part always tick the selected only box in the cell view window because doing so helps with the lag when crossing a cell border.

Thanks for the additional tips dude, much appreciated!

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