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Chapter 12. Node-Based Architecture > Objects, Shapes, and Components - Pg. 290

Node-Based Architecture How do you get rid of this annoying transform node? The process can sometimes get te- dious, but it is actually quite easy. You need to realize that you can reliably remove this extra transform node only if its object transforms are reset to defaults (all translates and rotates are zeroed out and scales are set to 1) from the original coordinate space in which its identity exists. Of course, if you remember which hierarchy the node was a child of pre- viously, you can simply unparent the transform's child node back into the coordinate space where it was before the improper parenting took place. In other words, you can just put the node below the extra transform back into the original hierarchy where it came from, and everything will work just fine. Otherwise, if you simply set the attributes back to 0 on the transform, you will "see" the calculation that Maya was trying to protect you against. Your object will move, rotate, or scale the opposite amount through space, based on the differ- ence between the coordinate spaces of the two nodes above and below. You can now unparent the child node; the transform is no longer automatically created, but now your child node has transformed in an inappropriate way. This, of course, is entirely undesirable, and that is why Maya was keeping it from happening by putting the extra transform node there in the first place. Don't fret. It's relatively easy to get rid of this node. Simply calculate the difference for each attribute as if you were to zero out the transform above--by adding each one of the extra transform's attributes (translate, rotate, and scale) onto its child. Then just negate that undesired transform by setting its transforms and rotates back to 0 and its scales back to 1. You can now safely unparent the node from the pesky transform and back to its original parent. This process can become tricky when your nodes are rotated on a different axis; depending on the complexity of your hierarchy, this might require a coordinate space transformation calculation, which is quite a bit trickier. The best advice is that if it isn't absolutely necessary to remove these trans- forms, just leave them there. Otherwise, simply remember that you need to get the child reset into its correct original transform space before Maya will allow you to be rid of the 290