tmalinko
10-25-2006, 07:16 PM
Hi!
I have a question about how to translate the local space transforms into the world space transforms in Maya scene.
Maybe someone already asked this.
The geometry in question has had many modifications and transforms were frozen on them many times, and pivots centered inside the gemetry, not at the origin of the world.
So the channel box displays only the relative transforms since the last freeze. How can I find out the absolute world space transforms and assign them to my object so these transforms show up in the channel box?
I can fix the problem manually in Maya, by moving objects to the origin of the world, freezing transforms and moving them back in position. But...when the scene is comprised of about 300 objects or more, it gets a bit time consuming. http://www.ogre3d.org/phpBB2/images/smiles/icon_eek.gif
Any ideas on how to derive true transforms from Maya will be much appreciated.
Thanks!
I have a question about how to translate the local space transforms into the world space transforms in Maya scene.
Maybe someone already asked this.
The geometry in question has had many modifications and transforms were frozen on them many times, and pivots centered inside the gemetry, not at the origin of the world.
So the channel box displays only the relative transforms since the last freeze. How can I find out the absolute world space transforms and assign them to my object so these transforms show up in the channel box?
I can fix the problem manually in Maya, by moving objects to the origin of the world, freezing transforms and moving them back in position. But...when the scene is comprised of about 300 objects or more, it gets a bit time consuming. http://www.ogre3d.org/phpBB2/images/smiles/icon_eek.gif
Any ideas on how to derive true transforms from Maya will be much appreciated.
Thanks!
