Re: choosing a local transformation order (nasty behavior)

Date : Wed, 12 Jul 2006 09:05:51 +0200
To : XSI(at)Softimage.COM
From : André Adam <a_adam(at)49games.de>
Subject : Re: choosing a local transformation order (nasty behavior)
That behaviour is by design, the local positon of the cube *is* the position relative to its parent. When dragging the object in Par mode you should notice the values in the local kinematics ppg precisely corresponding to the manipulator's axis you grab in the viewport. Movement in XSI is either relative to the direct parent object or relative to world space (local / global).

No idea if Maya handles this differently, though...

   -André


Adam Sale wrote:

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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