Totally agree. 
And just to chime in, I use center mode many times per session, per day. 
Essential workflow.



Sent from my iPhone
Please excuse typos and
brief replies. 
Thank you!

> On Apr 2, 2014, at 7:00 PM, Raffaele Fragapane <raffsxsil...@googlemail.com> 
> wrote:
> 
> Harder than that, the equivalent would be to select all components, move and 
> rotate them numerically, then figure out the reciprocal transform of what you 
> just did and apply it to the object's transform.
> 
> Center mode is also not equivalent or obsoleted by neutral poses, nor it's 
> equated by Maya's pivot control.
> 
> It's sorely missed by many in Maya.
> On top of that, Maya snapping facilities, particularly when it comes to 
> rotations, are wonky and often don't work at all.
> 
> The modelling toolset, several interaction modes with the pivot, and many 
> other things don't support snapping, and most certainly don't support 
> matching transforms.
> Adding insult to injury, matching or resetting transforms in Maya is highly 
> deficient out of the box, as it will often work on the whole hierarchy 
> regardless of what you intended to do.
> 
> Lastly, center mode worked seamlessly with all manipulation tools, you could 
> switch to center mode and have child compensation on and snap/match to 
> another object.
> This offers unequalled control over geometry handling in relation to its 
> center.
> 
> In Maya I've always found pivots superior to neutral pose for a long list of 
> reasons, at least functionally, though the manipulation itself is weak 
> (again, Maya is generally weak and fragmented in dealing with rotations). 
> Maya's handling of reciprocating transforms between transform proper and 
> geometry though leaves A LOT to be desired, and a page or two from XSI's book 
> should be taken.
> 
> 
>> On Thu, Apr 3, 2014 at 2:25 AM, Luc-Eric Rousseau <luceri...@gmail.com> 
>> wrote:
>> 
>> 
>> 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.
> 
> 
> 
> -- 
> Our users will know fear and cower before our software! Ship it! Ship it and 
> let them flee like the dogs they are!

Reply via email to