Jacobo
06-30-2003, 12:04 AM
Hi;
I have some questions regarding transformations in XSI, so here goes:
1- How can I have a pre transformed object's all SRT frozen to zero and have the pivot point lie right in its very center? Or is this not possible? Because I have implicit objects all around my character, and I'd like to have their Rotate and translate values zeroed out in order to be able to reset them later on to their initial positions... (Some of them have items costrained to them so it is crucial that their pivot points lie in their center, so COG is not an option)
2- I have a character set up, ready to go, but when I move the IK goal at the end of the arms, I can't undo their transformations! They just stay there... And they're not constrained to anything... Why is this happening? (compansate child is off)
3- Is there a way to align the ADDITIVE axis to the LOCAL axis? cuz with some of my bones, after I put them in their respective positions, the ADDITIVE still faces along the axis the bone was originally built...
thanx
I have some questions regarding transformations in XSI, so here goes:
1- How can I have a pre transformed object's all SRT frozen to zero and have the pivot point lie right in its very center? Or is this not possible? Because I have implicit objects all around my character, and I'd like to have their Rotate and translate values zeroed out in order to be able to reset them later on to their initial positions... (Some of them have items costrained to them so it is crucial that their pivot points lie in their center, so COG is not an option)
2- I have a character set up, ready to go, but when I move the IK goal at the end of the arms, I can't undo their transformations! They just stay there... And they're not constrained to anything... Why is this happening? (compansate child is off)
3- Is there a way to align the ADDITIVE axis to the LOCAL axis? cuz with some of my bones, after I put them in their respective positions, the ADDITIVE still faces along the axis the bone was originally built...
thanx
