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TES3 CS how to set exact angle for entire group of objects


McVik

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Hi All, :smile:

I'm new here and as a beginner I have a question to the TES3 Construction Set objects' positioning.

Is there any way to set an exact, absolute value of e.g. rotation angle for the entire selected group of objects?

I created a complex building, rotated it to some strange angle (131.8°), did number of changes and then I realised that when I need to move something 10 units to the right, I must recalculate each coordinate with Pythagorean theorem and trigonometric functions. :sick:

Finally I did number of attempts rotating my entire building manually and checking each time rotation angle of one of its objects until I achieved some integer value, then enabling "snap to angle" with a particular angle value to align everything to the absolute 0 degrees angle.

Maybe there is another, easier or smarter :wink: way to achieve what I needed?

 

Greetings - McVik

Edited by McVik
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Hi All, :smile:

I'm new here and as a beginner I have a question to the TES3 Construction Set objects' positioning.

Is there any way to set an exact, absolute value of e.g. rotation angle for the entire selected group of objects?

I created a complex building, rotated it to some strange angle (131.8°), did number of changes and then I realised that when I need to move something 10 units to the right, I must recalculate each coordinate with Pythagorean theorem and trigonometric functions. :sick:

Finally I did number of attempts rotating my entire building manually and checking each time rotation angle of one of its objects until I achieved some integer value, then enabling "snap to angle" with a particular angle value to align everything to the absolute 0 degrees angle.

Maybe there is another, easier or smarter :wink: way to achieve what I needed?

 

Greetings - McVik

personally, I always use snap for everything from the start (e.g. grid snap >= 1 for move, grid snap 15 for rotate), and double click to open object coordinates fields / drop with F key to edit the few things that need more coordinate precision

(note that if you hit the reference details form save button after editing reference coordinates the CS (bug) will modify not only the reference coordinates but also the original object so you will need to clean the mod with testool and/or tes3cmd, which is always better to do anyway)

 

[EDIT] and no, there is no way to rotate multiple objects keeping relative rotation from the whole selection center

Edited by abot
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Hi,

 

personally, I always use snap for everything from the start

 

Yes, we say that "man learns from his mistakes". :wink: I hoped that maybe there is some feature or smart way I didn't find yet, to fix what I f****d up myself. :wink:

And about the "note" - I read somewhere about that bug, but yet didn't understand that enough. Could you explain me please in some clear words what exactly means that:

 

"will modify not only the reference coordinates but also the original object"

I thought that every original object has only its own dimensions, not coordinates in the world. So when I'm changing reference coordinates - what particularly changes in the world of Morrowind or anywhere (because probably not in the *.bsa archive). :wink:

And thank you for your response @abot. :smile:

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