I won’t lie, I don’t think too many people would be happy about answering this post. It’s been answered many times. Searching “animatable pivot” right here on CGTalk would give you that info very quickly.
But instead of saying “google it” which is rude, I’ll just ask that next time you use the search function here before posting. I’ll give the bare minimum of an animatable pivot. Honestly, that setup isn’t entirely useful if you want the object to stay stationary while you move the pivot around. A more complex setup is required to do that If you want one for translation/scale, the setup becomes more difficult.
If you just want an animatable pivot for rotation, I’ll give you an example of a locator and a sphere.
Connect the locator’s translate values to the sphere’s rotatePivot attribute.
locator1.translate --> sphere1.rotatePivot
Then connect the locator’s rotation to the spheres rotation again, through the connection editor.
That’s it. This is the most basic setup for an animatable rotate pivot.
Either use a method like this or use object parenting between the “locator” and the “sphere” to get a more desired effect.
At the origin of your scene, create a sphere, a group node, and a locator. Parent the sphere to the group node and then the group node to the locator.
Create a multiply divide utility and connect the locator’s translate --> to the first input in the multiplyDivide node (again, in the connection editor window…). Change input 2 to -1 so that it multiply/divides the numbers to inverse the translation values. Take the multiplyDivide’s output and put that in for the group node’s translate.
Now when you move the locator around, the group node stays still. Because the sphere is parented under the group, it too stays still. But when you rotate the locator, the group node will rotate with it and the sphere follows. This method also works as a animatable pivot for scaling as well. Just scale the locator and everything will scale based off its position.
Two different methods, two different results.