Hey, Given the recent discussion on Maya transforms, and my prior comments on the subject, I thought I would post this here since I think most Softimage folks will find it useful.
I've been attempting to acclimate to Maya again after a long time away from it and as a result of some recent projects that I had that felt were better suited to Maya. In the process I've discovered a few things that have changed or been added in recent version. One discovery in particular I think most former SI users will find useful is Bake Pivot. It appears that the command Bake Pivot was added somewhere during version 2016, and evolved a bit between extension 1 and extension 2 of that version. In its current incarnation in 2017 and 2018 it appears to function in a way that will permit you the ability to edit the pivots to get a result similar to what you were getting in Softimage. To use it: Create an object Hit the Insert key Modify your pivot as desired in both position and orientation (do not exit the pivot editing before baking) Execute Modify>Bake Pivot (make sure it is Position and Orientation) Once baked, the pivot will now be relative the object much the way you experienced this in XSI. And it seems to inversely modify the transforms so that everything is maintained within Maya space but in a way that will be familiar to anyone with a prior Softimage background. It seems to be doing something very similar to what we used to do in Maya by performing a unparent/freeze/reset/reparent relative the object and a dummy locator at world space. The Bake Pivot apparently performs all the inverse transformations and freeze/reset without the need to unparent. If you're not on Maya 2016 Ext 2 or later you will still have to deal with pivots in the legacy manner. And I'm still of the mindset to recommend that it is best not to edit pivots in Maya at all if you can avoid it. And least till I better understand what Bake Pivot is really doing... Joey
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