Whatever works for you. For example I never tried to key the global transform
in SI, always used constraint instead, because this clearly shows what's going
on. Also followed 'one object one transform' 'rule', that is, never more than
one constraint or expression per object - this makes it easier to connect to
another structure, reset, so on. But that's just me. It's always possible to
hide some null, after all.
From: Jason S <[email protected]>
To: Official Softimage Users Mailing List.
https://groups.google.com/forum/#!forum/xsi_list
<[email protected]>
Sent: Friday, September 15, 2017 5:05 PM
Subject: Re: Maya - what were they thinking 2 - transforms
On 09/15/17 5:15, Anto Matkovic wrote:
There's neutral pose in SI. However, that ''hidden parenting'' could be a
risky business, too.
I'm sure sometimes access to some under the belly things in these "higher
level centers" could be useful, or to perhaps have some yet more basic nulls?,
but for the overwhelming majority of the time, it sure made things easier to
understand conceptually what was happening and why, while taking bunch of
complication away.
which I presume were made to be higherlevel, precicely for that reason.. (with
usefriendliness in mind)
for something as basic or as elemental as kinematics.
Not necessarily or only for isolated relationships between a few items (like
camera rigs),
but mostly when following these relationship while making a mental image of
what is doing what,
in what can quickly become a sea of relationships (and of complication and
confusion) the moment setups need to be even moderately elaborate.
And consequently involves quite a bit more "brainload" even after getting use
to it.
And I have to agree with what Thomas said;
On 09/09/17 7:07, Tom Kleinenberg wrote:
Unless you've used XSI you're unlikely to understand how useful that
"dual-coordinate" method was.
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