partly related to my previous post on an objects build history and mayas node editor.
this does not apply to animators and their hierarchys, i am not really an animator
more to modellers who wish to build and move complete systems with history without double transforms.
suggestions have been set input connections as local not world
this seems to work on simple hierarchys but add extra layers and put in groups
and good old double transform will always appear.
so my question is every node has an add attribute box at the bottom
can you add an expression to every node you use that removes the double transform
or could i plug such an expression into what connection in the node editor?
The aim being to remove double transform at the base level, so it cannot
have an effect on any node i use.
please see attached:
using local tansform instance works part very early history
but deeper layers of history nested groups, fails,
lets face it this a very simple setup and maya is struggling.
revolve surf poly edge to curve then extrude profile,
no way to keep all in one group for clean instance and uninstance with history.
older post same issue compare cinema4d user
this is an example of why best to do remove double transform from the ground up.
basically a script that says whatever move the 3d operator makes say +xyz, maya does 2+xyz
so we need a script -xyz after everymove. who the hell came up with that in the firstplace.
i put that as maya bugfix No.1 been there since version1.