Manual axes update required
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When you update scenes in bulk just turn off the "Axes Location" checkbox so the scenes no longer care or look at what your Axes is.
Then make special (Axes only) scenes that only save the "Axes location" and not anything else. Then you don't have to repeat anything.
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@davidboulder said:
When you update scenes in bulk just turn off the "Axes Location" checkbox so the scenes no longer care or look at what your Axes is.
Then make special (Axes only) scenes that only save the "Axes location" and not anything else. Then you don't have to repeat anything.
Well, for me, I think not. Creating scenes is an ongoing concern, not something which is finalized and thus the axes update can be finally handled in bulk, nevermind the error potential. I repeatedly have to update the axes in a new scenes (in bulk) because they are set at the default model axes, which I don't want. This is mainly when my model is skewed and I want to maintain the orthogonal shifted to the skew for ease of modeling. Anything which must have to be reset to the preferred because SU insists that it be some other way is not good, IMO.
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Brooke, you got a model to share? It should not be this painful. I know that scenes still get under your skin. But this is a perfect example of where scenes save a lot of trouble, once you get the right settings.
Chris
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Who you callin' a trouble-maker?
No sweat, Chris. Imagine if you will a model whose ortho is skewed from SU's mandated. I doubt your work is always aligned with the grid, as it were. SU keeps insisting on a return to its own (axes), resulting in a lot of setting and re-setting. I don't think that is my imagination, but I'll look again.
I couldn't do without scenes, I just wish for a little more from them. It's not painful, as far as this goes, just tedious.
@chris fullmer said:
But this is a perfect example of where scenes save a lot of trouble, once you get the right settings. Chris
Not sure what you mean, there.
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Here are a couple of workflows.
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Set up a shortcut key to change the axis. Then its easy to flip it around to align to whatever you want very quickly.
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Make a scene that ONLY stores axis info. Set it so that it keeps your skewed axis. Make a scene like that for each different axis orientation that you want. Then when you make other scenes for camera location and such, make sure they do not store axis info. So when you click on them, they will not go about resetting your axis back to the global axis, or an unwanted skewed axis.
I find myself using both these methods. I normally only make a scene for an axis when I know I am going to be re-using that alignment regularly. My shortcut key for change axis is 'u'. I use it all the time. That is normally how I deal with the need to change the axis.
Just remember, SU does not care if you go back to the global axis. But it will always know what the global axis was, so you can go back to it easily. If you set up a scene that stores the axis data, and you are set yo the global axis - well its gonna remember that and everytime you click on that scene you will revert back to the global axis.
Anyhow, those are just thoughts. You might find them to be less than helpful for you're prefered workflow. But that is how I this SU'er likes to do it
Chris
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Thanks very much, Chris.
What you describe are useful ways of dealing with a user's inability to set a custom default model axes, which is what my original inquiry was trying to ascertain. Even your useful ways require effort, subject to easy error, neither of which would exist if setting default axes were allowed. I'm sure there are reasons for this insistence, but I think it should be switchable.
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@brookefox said:
Thanks very much, Chris.
What you describe are useful ways of dealing with a user's inability to set a custom default model axes, which is what my original inquiry was trying to ascertain. Even your useful ways require effort, subject to easy error, neither of which would exist if setting default axes were allowed. I'm sure there are reasons for this insistence, but I think it should be switchable.
Brooke, as far as a default axes, there can really only be one default, not multiple defaults, as far as being able to save custom axes, I don't see how saving a scene with only the axes location is much different than having a button somewhere else to save or recall an axes. Once you understand that you can disable the "axes" check box in your typical scenes, this is a very easy work flow, and you have a lot of power since you can also associate layers, time of day, styles, etc. with a particular axes.
I attached a sample SKP file with four camera view scenes These scenes store more than camera though, they store layers, time of day, fog, styles, sections, etc.I named these "C-name". I also made three scenes that only store the axes location. These are named "X-name" Scenes are very powerful.
By the way I setup a second scene for a plan oriented with an axes other than the default. The way to create this camera view is to right click on your current axes, and say "align view" It will put it in plan with current green axis up, and red axis to the right. Hope this helps.
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Thanks for pounding on me, guys. I finally heard you. Your scenes did the trick, David. Plain words were not enough for this dull witted being.
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Thanks from me too, I had'nt got my head around axis til now.
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I thought the sample file would help. Thinking back I think I used sketchup for a year or two before I realized I had options on what was saved with a scene, and another year to learn how to use them well. Of course in the old day is was pages not scenes.
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IGNORE WHAT FOLLOWS, I wrote it before I saw the light, and go to the bump which follows.
**Thank you much, David. I meant to be clear that I think I understand well the scene manger's utility for storing all manner of settings, including axes, and for updating all or any one of them in bulk or individually.What I meant by a user being able to set a default custom axes is that one could set it and it would remain that way until manually changed (including through scenes). Fiddling with scenes would then not be required at all even if one's desired axes differed from SU's geo driven default. 'Multiple defaults' may be a poorly coined phrase, maybe stickily-definable is marginally better??
Anyway, I hope you understand me but I don't want to waste any more of anyone's time on this, even if I can't get any measure of concurrence,
out of anyone. I'll be alright.**
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