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!