Par mode still doesn't quite do what I want..
get a null, make it parent of cube...
you still have to rotate the null to be able to get the cube position to work in Par mode properly. If you leave the parent null at rot 0,0,0
and then trans the cube in Par mode, the cube moves according to the parent object, not the local transform of the cube.
As a matter of interest though, Is it even a possibility to store a change in transform order without using additional objects?
I talked with some of the Maya animators just now, and they concur with your point Brent. XSI's neutral pose feature mostly eliminates the need for a null parent layering system, which is how those artists had things set up for them previously. It was seamless to them as far as they were concerned... and as soon as something went wrong in XSI ... the B*&ch session began ;-)
Adam
----- Original Message -----
From: Grahame Fuller <grahamef(at)Softimage.COM>
Date: Tuesday, July 11, 2006 1:32 pm
Subject: RE: choosing a local transformation order (nasty behavior)
> Another thing -- it's important not to confuse local manipulation
> mode with the local transformation values that are stored for
> animation. They're not the same thing, and that's why the posX
> and/or posZ values change when you manipulate the Y handle of the
> rotated cube.
>
> If you want the manipulator to correspond exactly to the stored
> local values, use Par mode for translation and Add mode for rotation.
>
> gray
>
> -----Original Message-----
> From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM]On
> BehalfOf Brent McPherson
> Sent: Tuesday, July 11, 2006 4:17 PM
> To: XSI(at)Softimage.COM
> Cc: Softimage Support Call Dispatcher
> Subject: RE: choosing a local transformation order (nasty behavior)
>
>
> Adam,
>
> The scaling is applied first, followed by rotation and finally
> translation. The order cannot be changed without introducing extra
> nulls.
>
> Maya is identical in this regard and if you do the same test in
> Maya you
> will get the exact same results as XSI.
> --
> Brent
>
> -----Original Message-----
> From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On
> BehalfOf Adam Sale
> Sent: 11 July 2006 20:49
> To: xsi(at)Softimage.COM
> Cc: Softimage Support Call Dispatcher
> Subject: choosing a local transformation order (nasty behavior)
>
> Hey All, I did a little digging around to some posts circa 2002, 2003,
> and was wondering if this had ever been resolved.. I know I can
> make a
> null as parent, apply rotations to the parent, and the local pos will
> rectify itself, but I want to avoid the added object for simplicity
> sake.
>
> Local transform is set in the following manner:
>
> Rotation
> Position
> Scale
>
> Can I re-order this anywhere in XSI? Or is there perhaps a ways of
> doingthis through the OM..
>
> I have some animators coming from Maya that are having a hard time
> figuring out the inconsistency in the AE and interface when it
> comes to
> local position
>
> Try this:
>
> get a cube, local rotate 45 deg on Z
> open a local kine ppg
> adjust the posY slider.
> notice that the movement occurs in global space
>
> now, instead of using the slider, try manipulating the posyY
> manipulatoron the object notice that posX and posY, or posZ and
> posY values change.
>
> set some position keyframes with this rotated cube and try
> adjusting the
> posY curve in the AE... again, only global space is affected, and
> sometimes if you're animating enough of a change in the local
> rotation,posX moves posZ, and vice versa.
>
> Now, try explaining this to your animators.. ;-)
>
> If there isn't a solution for this, I am hoping that it is a feature
> that the team at Softimage would consider looking at for a future
> release.
>
> I am starting to get more and more feedback from animators that
> the AE
> and manipulator interface in XSI could use some TLC....
>
> Irie
>
> Adam
>
>
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