Freezing an object's transformations resets its size, orientation, or location to the default values without moving the object's
geometry in global space. For instance, freezing an object's translation moves its center to (0, 0, 0) in its parent's space
without visibly displacing its points.
Like center manipulation, freezing transformations is actually a deformation. As the center is transformed, the geometry is
compensated to stay in place. In the explorer, you can see a Center deformation in the object's operator stack. For this reason,
it is sometimes necessary to freeze an object's operator stack after freezing its transformations in certain situations, for
example, if you want to use it as a cage deformer.
Because it is a deformation, you cannot freeze the transformations of non-geometric objects. This includes nulls, bones, implicit
objects, control objects, and anything else without points.
To freeze transformations
Select one or more objects.
Choose one of the following commands from the menu:
freezes the scaling, rotation, and translation.
sets the scaling of the objects' centers to (1, 1, 1) in the parents' coordinate system without moving its geometry in global
sets the rotation of the objects' centers to (0, 0, 0) in the parents' coordinate system without moving its geometry in global
sets the translation of the objects' centers to (0, 0, 0) in the parents' coordinate system without moving its geometry in
If a neutral pose exists when you freeze an object's transformations, the object's center moves to the neutral pose instead
of to the origin of its parent's space. If you want the object's center to be at the origin, you should remove the neutral
pose in addition to freezing the transformations. You can perform these two operations in either order. For information about
removing the neutral pose, see Removing Neutral Poses