If i recall correctly, you need to invMul your pivot against the neutral pose so it's compensated then zero out the pivot params
memory is a fickle thing though so i could be way off. :) On 12 October 2013 06:37, Matt Lind <[email protected]> wrote: > 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**** > -- Jon Swindells [email protected]

