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

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