passed on as "standard" modo errs and so does blender. So either just
copycat instead of rationalize it like softimage.
"move CENTER to vertices" <- does it gets much clearer than that?
Also, the setup idea based on dummies hierarchies, was the solution since
3dsmax DOS was out. So why implement
it as "standard".  Modo and blender works in the same way for everything.
Yeah...I want to see what good does a "pivot" does
on an IK chain...

mumbling...


On Wed, Nov 4, 2015 at 11:43 AM, Gerbrand Nel <[email protected]> wrote:

> Agreed...
> Rather watch this.
> https://www.youtube.com/watch?v=KmtzQCSh6xk
> It makes more sense.
> G
>
> On 04/11/2015 18:13, Sebastien Sterling wrote:
>
> This is actually quite sickening to watch, but cheers Francois, at least
> we know what we are dealing with.
>
> On 4 November 2015 at 15:46, Francois Lord <[email protected]> wrote:
>
>> Does this help?
>> https://youtu.be/Z8zVjLoHWjk?list=PLP5KnnScX57byOldVy9rQlBRARrX6gy4b
>>
>>
>> On 2015-11-04 09:34, Byron Nash wrote:
>>
>>> I'm trying to get some objects zero-ed out in Maya but keep running into
>>> what I assume is a paradigm difference between how Maya and Soft handle
>>> center points and transforms. In Soft, I can move the center/pivot and it
>>> will change the transform values. So, I can reset the center to be in the
>>> middle of the geometry and then zero the position to get the object to snap
>>> back to the world center or parent center. In Maya, moving the pivot does
>>> not seem to change the transform of the object when you move the pivot. So
>>> I can't then zero the values and get the objects to return to zero.
>>> Sometimes, the object and it's center are clearly NOT at zero but that's
>>> what the values say. There are some Local Space/World space values in the
>>> attribute editor, but I can't figure out how to get things reset properly.
>>>
>>> Any help from a Softimage perspective is appreciated.
>>>
>>
>>
>
>


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