That's where the terms get confusing. In max it's called "reset Xforms" but it does the opposite of resetting the transformations back to sale 1x : it applies the the transformation, so that the desired visual scale happens when the the object is set to 1x. The Blender terminology makes more sense : Clearing…
Sorry, edited while you were replying. Well spotted :) Here's a version that just selects instead of smoothing:string $transforms[] = `ls -tr`;string $result[] = {};for ( $transform in $transforms ){ string $meshes[] = `listRelatives -ad -ni -type "mesh" $transform`; if ( `size $meshes` == 0 ) continue; int $found = 0;…
I have a complex rig that uses LookAt constraints on various parts. The problem is, exporting for Unity as an FBX brings up the message "Warning: Non-Orthogonal Matrix Support." According to this, resetting the scales and transforms should solve this. However, resetting the transforms also repositions the object. Is there…
I may be wrong, but what ironbearxl suggested is how I used to do it. But you have to turn on snaps and set pivot to Use Selection Center to have the transform point snap to where you want it. Transforming About Snapped Points You can transform a sub-object selection from a temporary pointsuch as rotating forearm vertices…
I got same problem described here: http://www.digitaltutors.com/forum/showthread.php?31792-Is-there-any-way-to-scale-a-skinned-model-and-freeze-transformations My rig and controllers have transformations on them, mainly the global control, that without them, would have my joints positioned incorrectly. This happened…
Yep, just like that - assign a variable to the transforms and use those to access them. Essentially it's storing a direct reference to the transform component. Otherwise it has to look up the transform component every time you use myGameObject.transform.position. Instead you'd use myGameObjectTransform.position and it's…