RE: XSI Montreal "Tips & Tricks" session, looking for presenters

Date : Wed, 31 May 2006 14:54:20 -0400
To : <XSI(at)Softimage.COM>
From : "Brent McPherson" <brentmc(at)Softimage.COM>
Subject : RE: XSI Montreal "Tips & Tricks" session, looking for presenters
Tim,

To scale an object with COG then you need to use the Scale command.

However making the Transform panel input fields respect the COG setting is probably a reasonable request. (but I would have to think about it some more...)

If you want to easily set the pivot in XSI just turn on Transform -> Modify Object Pivot. Now, using the Alt key in the transform tools will set the object's pivot. (instead of just being used by the tool)

In XSI, we have the concept of center *and* pivot. Center applies a translation to your object and also applies an operator to shift the geometry in the opposite direction. Therefore, you are probably better off sticking with the pivot and avoiding the center. In addition to the interactive tools for setting the pivot it can also be accessed through the local transform property page. (Ctrl+K)
--
Brent

-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Tim Leydecker
Sent: 31 May 2006 19:24
To: XSI(at)Softimage.COM
Subject: Re: XSI Montreal "Tips & Tricks" session, looking for presenters

Hi Luc-Eric,

I´m sorry if this sounds stupid but how would I get to scale that object (I did with COG activated) uniformly and numerically precise without "shifting" it offscreen?

Why would I first have to "move center to vertices" or "freeze all transformations" or "set neutral pose"?

I imagined it has something to do with the center shifted off but shouldn´t this be overridden by toggling let´s say COG on?

I´d have thought any values entered are calculated relative to the currently set coordinate system, how else could one get reliable results - if you´d always have to do numerical input in Global space (>Display global values in view mode) only, modeling in a differently set space can not be accurate.

I see that for animation and especially plotting the absolute worldspace position is important but even then when you animate scale something (using COG) but the scaling is calculated in a different space, how do you know what value to add and where?

Maya is different in that respect as it only supports one mode, there´s no differentiation between local and global, e.g. you couldn´t end up having two different scale values but of course could shift an object when it´s center is outside the BoundingBox.
Maya will allways show the absolute scalefactor in the channelbox, if you scale it´s based on the pivot - which is fixed until you change it while in XSI the center(pivot) is constantly moving between spaces.

Cheers


tim








----- Original Message -----
From: "Luc-Eric Rousseau" <lucer(at)Softimage.COM>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, May 31, 2006 7:30 PM
Subject: RE: XSI Montreal "Tips & Tricks" session, looking for presenters


>> -----Original Message-----
>> From: Tim Leydecker
>>
>> Hi Luc-Eric,
>>
>> I´ll see if I can put together a reproducable setup asap.
>> ...
>> Voilá. Got one. Sorry for attaching, my domain is down,
>> seems my host (strato) is down, too. Can´t access my server.
>>
>> *.zip contains a *.scn file for XSI 5.1 Foundation.
>>
>> Select the wheel and scale it by entering 2 into
>> the KP/L scale attributes, hit enter.
>>
>> Object jumps away. Scares me alot.
>>
>
> Tim, objects scale around their centers, and you moved the
> center of the object offscreen. In this particuliar case I
> haven't found a particuliar setting that would change
> Transform Panel's Scale edit boxes to do something other
> than changing the local transform's scale, but if you expected
> to scale around the center of the geometry that operation requires
> changing more than 3 parameters of the scaling.  This is
> what the manipulator does if you use it in COG mode.
>
> We'll probably add in the future a mini transform panel
> in the keying panel area to add some flexibity with references,
> but let's keep in mind the keying panel is meant for animating,
> not for modeling, and isn't changing more parameters in your
> back, or adding operators, the way that the Transform Panel is
> to compensate for centers and references.  It's the 'true'
> data of the object. It's exactly what you get in the maya channel
> box, for example.
>
>
> ---
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