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

