There's neutral pose in SI. However, that ''hidden parenting'' could be a risky
business, too. For example, XSI built in biped rig creator has a nasty habit to
''zero out'' the rotation of COG (hips) controller. So, by moving and keying
that controller horizontally, in Animation Editor there's a slight small
movement along Y axis. Or, zero Y movement in animation editor is small up -
down of cog bone.
Somehow contradictory, to use these hidden offsets properly, someone has to be
able to visualize them.
As some rule of thumb, positional offset is more or less harmless, rotational
offset is ( more or less) dangerous. SI has nicely exposed options to set
neutral pose only on position. In Maya world, let's say that Maya pivot is OK
to use, as only positional offset. While Maya Joint Orient, as rotational
offset, it is a problem in many cases - setting that thing to zero, whenever
is possible, is condition for easier life...
From: Jason S <[email protected]>
To: Official Softimage Users Mailing List.
https://groups.google.com/forum/#!forum/xsi_list
<[email protected]>
Sent: Thursday, September 14, 2017 12:20 AM
Subject: Re: Maya - what were they thinking 2 - transforms
Hum.
I guess these "intermediate items" are probably part of XSI's internalized
abstractions (?)
I'm sure there must be advantages of having it this way, (1 null (& hierarchy
level) for each axis of rotation ?)
but I feel that these abstractions remove quite a bit of redundancy and
clutter in sometimes already quite cluttered and deep hierarchies.
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