I absolutely agree, however Octane requires a translation, rotation and scale transformation, whereas Modo is providing a pivot translation and rotation - there doesn't appear to be a pivot scale - only a world scale. I think it would be a non-trivial task to combine the pivot translation and rotation with the world scale, so for the moment, the solutions above are your best option.thanks a lot for the fast investigation, but don't you think, that the right way is to calculate the rotation center from the pivot of object, not from center of object? For example, we're doing complex machine's animations and for us is prohibited to move item's centers from world zero position in machine's assembly - otherwise if our construction department update some units in the machine's assembly we'll lost correct position of all items with object's center position not in world 0.
I think users should apply to solution described above and set the "pivot point" to the "center".I got it, but what if we go with old proven way and parent all the meshes to locators and apply all transformation to these locators? Will it be a temporary solution to get rid of MB artefacts until you or OTOY make pivot work properly?
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