Just to a parent constrain and remove the constrain after.
Last time I checked Xsi's match transform were script that apply a constrain and remove it.....
It's 2 lines script that you can affect on any key.
So stop bitching and go back to work ;)
Harry Bardak TD / Compositor. Http://perso.wanadoo.fr/harry.bardak/ +33 6 76 63 35 54+44 781 661 4147
----------------------------------------
> Date: Tue, 25 Dec 2007 13:15:35 -0500
> From: eric(at)xsidatabase.com
> To: XSI(at)Softimage.COM
> Subject: Re: Maya Match Transforms
>
> Interesting. I did try to RTFM. Have you seen the Maya docs???? They
> are horrible! I'll never complain about the XSI ones ever again. Thanks
> for the tip though. But damn, Function keys for this? Now I know I'm
> getting lazy here but a regular key command would be nice as a default
> key map is concerned. I know I can remap the keys but hell, then I lose
> other functionality. Either way, thanks for letting me know about that.
>
> Thanks,
>
> Eric Thivierge, XSI Database Admin
> www.xsidatabase.com
> eric(at)xsidatabase.com
> Forum Username: EricTRocks
>
>
> Tim Leydecker wrote:
>> Try F9, to go back into object mode, F8.
>>
>> hate to say it but rtfm. In a nutshell, it´s worth
>> at least trying out what F1>F12 does...
>>
>> Cheers
>>
>> tim
>>
>> ----- Original Message ----- From: "Eric Thivierge"
>>
>> To:
>> Sent: Tuesday, December 25, 2007 4:11 PM
>> Subject: Re: Maya Match Transforms
>>
>>
>>> Oh I'm well aware of all of Maya's short comings. I've been using
>>> Maya for the past 4 months and it's been quite frustrating. One thing
>>> that really bugs me is the Hotbox and Power Animator menus. I can't
>>> just go into point editing mode with an easy keyboard command. I
>>> don't understand how anyone models anything in Maya. Sure there is
>>> NCloth and it's nice and all, but just like Syflex you have to screw
>>> around with settings a ton to get things to look right. I don't have
>>> time for that stuff. All in all using Maya has made me become more
>>> appreciative of the XSI work flow.
>>>
>>> Happy Holidays.
>>>
>>> Thanks,
>>>
>>> Eric Thivierge, XSI Database Admin
>>> www.xsidatabase.com
>>> eric(at)xsidatabase.com
>>> Forum Username: EricTRocks
>>>
>>>
>>> Thiago Costa wrote:
>>>>
>>>> Bernard Lebel
>>>> Wow, Maya requires a script to match transforms.....
>>>> amazing.
>>>>
>>>> this is because you didnt see how is to subdivide things in there...
>>>> Eric, you'll miss + and - shortcuts... and selection methods... and..
>>>> ah forget it, you have nCloth... who need anything else? 3d life is
>>>> just about simulation isn't? :)
>>>> On 24/12/2007, *Alan Fregtman* >>> > wrote:
>>>>
>>>> Not only that! It also requires scripts to do mundane tasks such
>>>> as:
>>>> - reload all textures in the scene.
>>>> - have symmetrical [blend]shapes
>>>> - select a loop of faces
>>>>
>>>> And did you know their renderpass manager supports a single (ONE)
>>>> material override per pass? It's absurd.
>>>>
>>>> Yet... two clicks gets you an awesome-looking hiperrealistic
>>>> interactive ocean.
>>>>
>>>> I can picture their developers in my head as if they had a
>>>> disjointed
>>>> team, half math geniuses and half normal programmers. I suspect
>>>> conversations might sometimes go something like this:
>>>> -- "Hey, check this out... I just wrote an addon that SIMULATES
>>>> LIFE."
>>>> "Bob, shouldn't we worry about improving our workflow for modeling,
>>>> implementing much-needed features and making our interface more
>>>> responsive and usable?"
>>>> -- "LIFE SIMULATION, Steven! Do you hear me?! LIFE!"
>>>> "But Bob! We hav-"
>>>> -- "Weeeeeeeeeeeeeeeee!!"
>>>> "That's it! On 2008, we're having sliding loops."
>>>> -- "Mmm.. okay. Didn't you say like... featureS.. plural, you
>>>> know.."
>>>> "....and poly smoothing!"
>>>> -- "Is that worth a new version?"
>>>> "Sure."
>>>>
>>>> =P
>>>>
>>>>
>>>> On Dec 24, 2007 7:42 AM, Bernard Lebel >>> > wrote:
>>>> > Wow, Maya requires a script to match transforms..... amazing.
>>>> >
>>>> >
>>>> >
>>>> >
>>>> >
>>>> > On Dec 24, 2007 3:46 AM, Julien Stiegler
>>>> > wrote:
>>>> >> here are several methods i use
>>>> >>
>>>> >>
>>>> >> global proc JS_Snap_Selection ()
>>>> >> {
>>>> >> string $sel[] =`ls -sl`;
>>>> >> string $sel0 = $sel[0];
>>>> >> string $sel1 = $sel[1];
>>>> >> JS_Snap ($sel0, $sel1);
>>>> >> }
>>>> >>
>>>> >> global proc JS_Snap(string $a,string $b)
>>>> >> {
>>>> >> // constrain
>>>> >> eval ("orientConstraint -w 1 -n OrienterX "+ $a +" "+ $b );
>>>> >> eval ("pointConstraint -w 1 -n PointerX "+ $a +" "+ $b );
>>>> >> refresh;
>>>> >> // delete constraints
>>>> >> eval ("delete OrienterX");
>>>> >> eval ("delete PointerX");
>>>> >> refresh;
>>>> >> }
>>>> >>
>>>> >>
>>>> >> global proc JS_MatchRotation(string $source, string
>>>> $destination )
>>>> >> {
>>>> >> float $rot[]= `xform -q -ws -rotation $destination`;
>>>> >> rotate -a -ws $rot[0] $rot[1] $rot[2] $source;
>>>> >> }
>>>> >>
>>>> >> global proc JS_MatchPosition(string $source, string
>>>> $destination )
>>>> >> {
>>>> >> float $pos[] = `xform -q -ws -rp $destination`;
>>>> >> move -absolute $pos[0] $pos[1] $pos[2] $source ;
>>>> >>
>>>> >> }
>>>> >>
>>>> >>
>>>> >> Tim Leydecker wrote:
>>>> >>
>>>> >>> Depending on your desired result, there´s also
>>>> >>> the Modify>Snap Align Objects menu.
>>>> >>>
>>>> >>> You could also try expressions, starting in the most
>>>> >>> simple form of :
>>>> >>>
>>>> >>> pCube1.translateX = pCube2.translateX;
>>>> >>>
>>>> >>>
>>>> >>>
>>>> >>> created by rightclicking in the channelbox on the
>>>> >>>
>>>> >>> translate x channel and picking expression from
>>>> >>>
>>>> >>> the dropdown menue.
>>>> >>>
>>>> >>>
>>>> >>>
>>>> >>> I´m guessing you try to bake/simulate some transforms,
>>>> >>>
>>>> >>> afaik there aren´t too many more options to put a null
>>>> >>>
>>>> >>> at a specific point in the hierarchy of a transformchain
>>>> >>>
>>>> >>> (parent/grouping it) after creating, then deleting those
>>>> >>>
>>>> >>> constraints.
>>>> >>>
>>>> >>> You might still have luck creating a simple MEL script
>>>> >>>
>>>> >>> by copy&paste of what the scripteditor spits out when
>>>> >>>
>>>> >>> you perform those operations. Drag that code, or your
>>>> >>>
>>>> >>> modified version from the scripteditor to the shelf to
>>>> >>>
>>>> >>> have some ease with the pain (and save all shelfes...)
>>>> >>>
>>>> >>>
>>>> >>>
>>>> >>> Cheers
>>>> >>>
>>>> >>>
>>>> >>>
>>>> >>> tim
>>>> >>>
>>>> >>>
>>>> >>>
>>>> >>> ----- Original Message -----
>>>> >>> From: "Eric Thivierge" < eric(at)xsidatabase.com
>>>> >
>>>> >>> To: >
>>>> >>> Sent: Monday, December 24, 2007 5:25 AM
>>>> >>> Subject: OT: Maya Match Transforms
>>>> >>>
>>>> >>>
>>>> >>>> Hey,
>>>> >>>>
>>>> >>>> Having to work in Maya on my current project and am very
>>>> frustrated.
>>>> >>>> Anyone know if there is a way to match transforms in Maya
>>>> other than
>>>> >>>> manually creating point / orient constraints then deleting
>>>> them? It's
>>>> >>>> getting tedious having to do this each time.
>>>> >>>>
>>>> >>>> If this feature isn't in the actual software package it's
>>>> going on
>>>> >>>> the list of reasons I hate the software.
>>>> >>>>
>>>> >>>> --
>>>> >>>> Thanks,
>>>> >>>>
>>>> >>>> Eric Thivierge, XSI Database Admin
>>>> >>>> www.xsidatabase.com
>>>> >>>> eric(at)xsidatabase.com
>>>> >>>> Forum Username: EricTRocks
>>>> >>>> ---
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