The point of the center mode (from the user's perspective) is to be able to preserve the geometry as you see it while being able to correct the transform.
Center mode is heavily used here. It's not strictly for corrective purposes, but also for assisting in setting up manipulations for modeling and rigging. We align centers to ensure that objects enveloped to the same deformers move together in unison without separating from each other. That's *really important* when doing squash n' stretch or other non-uniform deformations. Center mode is a staple in the toolset, please implement it into Maya if not already there. While you're at it, implement softimage scaling. It would save us months/years of re-rigging a very large arsenal of assets. Matt -----Original Message----- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: Wednesday, April 02, 2014 8:26 AM To: softimage@listproc.autodesk.com Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5) On Wed, Apr 2, 2014 at 8:30 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <j.ponthi...@nasa.gov> wrote: > Maya: I have to create a set of multiple nulls with custom rotations to > set up the angle of rotation properly for the surface. If I want to > rotate the surface I have to dig through all these nulls to get to the > right one, select and rotate it just to rotate the surface. Is that always true in your scenarios? Moving center in Softimage is like moving all the points of the geometry. (What brent calls "transforming the geometry") Knowing that it does that, wouldn't the simplest work-around for your specific scenario in Maya be to select all points and move/rotate them.