sciLoop:
As Haggi already said, this is a special design decision. The shape node cannot be repositioned by itself. But it owns the position data of its components (vertices etc). It is always the child of a transform node, which is used to offset the component data (what happens when you move/rotate/etc. the transform node). This design makes sense and is the foundation of the Maya node design: always create a node so that it has one purpose and can be combined with other nodes of another purpose. In this case, one node has the structural data (and is responsible for modifying them), the other is for repositioning these data in the world as a whole.
Of course you can also have a transform without a shape. Also, when you create a ‘group’ node, this is simply a transform node.
Personally, I would say it makes things more simple because of the clear separation of transformation and shape data. Moreover, you can access the shapes attributes via its transform node…
The maya docs not always tell the ‘truth’. Also, don`t believe the ‘E’/‘C’/‘Q’ letters. I remember cases where there was no ‘E’, but I could edit the attribute…
Shape nodes do not have pivots. Only transform nodes have them.
And meshes simply have no direct positions in Maya because they are not allowed to. If that would be allowed, they always were as if untransformed at world zero. And that would make no sense.
Mel is not the brain of Maya. The brain of Maya is its algorithms, put together in a specific design and Mel operates on the attributes of Mayas functioning entities called nodes to modify their data.
I didnt claim shape nodes have pivots anyway.
Of course I meaned ‘transforms’ by the word of ‘mesh’.
I dont understand why you explain these to me, I have no problem with that, I get the idead behind it and I agree with it eventually.
By the word of ‘brain’ I meaned processes which operates the logic and GUI’s anyway. I didnt mean core, just meaned a central neuron system.
Anyway I agree with these so you didnt had to quote me.