Thanks for all the clarification Joey. It is very helpful in the troubled life 
of learning Maya (Alternative Abreviation for Piece of Shit Software).

Morten



> Den 5. oktober 2017 klokken 15:41 skrev "Ponthieux, Joseph G. 
> (LARC-E1A)[LITES II]" <[email protected]>:
> 
> 
> 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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