Anybody know how the pivot and pivot compensation values are computed for an 
object?

I'm trying to write a tool to freeze scaling, reset pivot, reset neutral pose, 
and so on for an entire scene.  I've got everything working except resetting 
the pivot only because I don't know what the order operations are and whether 
neutral pose is factored in.

When I click the 'reset pivot' button in the object's Pivot tab in its PPG, it 
logs as a SetValue() with 27 parameters and associated values.  The last 18 
numbers are the values to be assigned for the pivot and pivot compensation 
respectively (identity), but the first 9 numbers are a mystery.  At first 
glance they appear to be the object's local transform as those are the 
parameter values logged, but upon closer inspection that is not the case 
because when I apply the same values from code using SetValue(), I get 
different results.  I've also tried applying an inverse transform thinking it 
would be a local transform from the pivot location to put the object back into 
the proper global transform, but that isn't it either.

Anybody?


Thanks,

Matt

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