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Is it possible to add a rotation offset to a custom transform node while making the rest of maya be aware of it? I get the following issues with it:
- Getting the transform's world rotation using xform doesn't work, it always return without the offset. I couldn't find what else I need to override in my node to make it work. The default joint or hikEffector both have extra pre-rotation/offset, and they do return the correct results, so there must be a way to do it. maya.cmds.xform(obj, query=True, rotation=True, worldSpace=True)
- Using Modify->Match Transformations->Match Rotation command also fails to take the offset into account. It might be related to issue #1 using xform.
Is there some documentation somewhere what those commands expects to make them aware of the new rotation offset?
Solved! Go to Solution.