Im using Maya 2011 and Im noticing, there are transform nodes in the outliner
hierarchy for my skeleton. Should these be deleted? Some of them delete cleanly and some of them delete taking the bone with them. ???
Transform Nodes
Transform nodes are automatically created to maintain the position or orientation underneath them. The best thing way to think about them is as stubborn group nodes. Usually they don’t do any damage to the scene, but erasing them is preferable but only to maintain cleanliness. To erase them, your best bet is to first try to remove all the objects you want from the transform node then cleanup the scene. If the nodes refuse to be moved or new ones keep getting made the best thing to do is rebuild the hierarchy of joints and constrain them to the original or using the newly created joint sans transform nodes in its place.
you can’t delete a transform node. This isn’t exactly true but you can’t have a shape that doesn’t have a transform node. Try it out by showing the shapes in the outliner menu (Display Shapes).
If you do have ‘null’ transforms that popup in your hierachy it’s probably that you parent-children have different, non-uniform scales, and maya is making up for the skewing. If it happens in a rig it’s going to **** things up later on, so i’d check all the parent attributes if I were you.
Bernie x 2 is correct, I was thinking about the Null nodes that say transform. These are a pain and if what he suggest is wrong is the case its best to redraw the skeleton or at the least 0 out the null transforms and see what the result is. I’ve been trying to duplicate the issue (I’ve gone through it before), but haven’t been able too. I’ve had rigs move fine with them in but I usually just recreate the hierarchy just to be sure everything doesn’t ****http://forums.cgsociety.org/newreply.php?do=newreply&noquote=1&p=7136824# up later. Better take care of the problem at the bud then let the weed sprout.
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