You guys have said it all.. absolute agreement
On Apr 2, 2014 6:40 PM, "Perryharovas" <perryharo...@gmail.com> wrote:

> 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!
>
>

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