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 <jasonsta...@gmail.com>
 To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com> 
 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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