Hi Xavier, Maybe you're using the local transforms, for the hierarchy/constraints, you need to retrieve the global transform, and for the skinned ones the deformer's global transform.
Regards A. 2012/4/30 Xavier Lapointe <xl.mailingl...@gmail.com> > Hey guys, > > pretty sure some of you are familiar with that kind of problem. > > I've a car rig where some part are only deformed (translated) by > hierarchy/constraints, and some are skinned on a deformer. > > Let say we use the wheel as example. When I retrieve the wheel 4x4 matrix, > it will give me its neutral translation (near origin), but not its real > position in space (might be N units away). Is there a way I can get it? I > thought of couple of ways, but nothing trivial. > > Any hints would be appreciated. > > Thanks! > > -- > Xavier > -- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos