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]

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