Turn on axis lines and labels. Same as True. 'off' Turn off axis lines and labels. Same as False. 'equal' Set equal scaling (i.e., make circles circular) by changing axis limits. This is the same as ax.setaspect('equal', adjustable='datalim'). Explicit data limits may not be respected in this case. When the rotation axis is vertical the torque is perpendicular to the rotation axis. It does not affect the motion of the cylinder, which rotates with constant angular velocity, and does not oscillate, in this orientation.
Dude, please give me a brake, everybody uses that work around. I am talking about a proper tool, not a so called correctly calculating tool, that nobody can use in any way. Right now both Component and Normal are useless for real modeling. Many times you need to flatten loops and components that are not necessarily faces based on their average position in space.
That is not possible with this version of Maya unless you use that crappy flatten components tool from Bonus Tools that fills your scene with garbage and that works only from time to time. If you have any experience in modeling I am sure you understand what I'm talking about.
I saved a new video and a new scene. Please fill the hole on the new edges and new situation and 'fix it'. Maybe now you understand what kind of tools we need in Maya for modeling.
If not take a look at Modo and Max. If you call all this crappy useless axis orientations 'correct', I have to say I don't need your correctness. I'm modeling in Maya for more than 10 years now and I used a bit of Max too. I have to say that this Component and Normal axis orientations maybe you guys use them for Dynamic or simulations or whatever you want, but for modeling is just pure garbage and we need clever pivots for clever solutions while modeling.
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Custom placing pivots while working are cool, but they don't provide fast and easy solutions for everything. Move and Scale with Component and Normals on a loop of perfectly flat vertices places the manipulator randomly. Please tell me good sir, how exactly am I supposed to use this axis orientation i my modeling? If i remember well Normal used to work better and more intuitive in older versions of Maya. Now it's just ridiculous.New movie added to show what i mean.
Pfff, you made my day man. I already lost 1.5 h from my work time making movies and explaining to you how you can make this work properly.
Now I have to put another 1 h into creating a new thread there because you say this is something 'new'. First of all I am not you QA guy, secondly I don't agree with you.
I think Component mode is broken and needs to be fixed. If not, show me a single example when that random axis orientation is useful. Is not useful to anybody! You put a bunch of useless stuff in your software but never occur to your mind to put something really valuable and useful and when community shows you how to do it you don't know how to get rid of them faster.Thank you! Hi!First of all, i understand your frustration better than you maybe are aware of, but my intention in this forum is to help people to get their problems solved.1. The Component mode for Axis Orientation uses just a simple average if you select more than 1 Component, no more, no less and it does this correct as stated in Maya Documentation. (I also think it's main usage is for moving a single Component not multiple.)'Moves selected components along an average local reference frame that is computed using component properties like the normal.'
The 'Speak Back' Menu is made to give users some options for direct feedback to Autodesk, unlike this user-forum.I don't say that you might not get heard in this forum, but it's just not the right place for a new or improved feature request.You say it's broken, is there a Maya Version where it works different?If yes, report it as a bug.