| Scaling | Options | Pos. Limit | Rot. Limit | Maximum | Neutral Pose | Reference Plane Property Editor
Sets the position, rotation, and scaling coordinates of an object's X, Y, and Z axes in local space. You can also activate
and deactivate any transformation constraints that may have been applied to the object. Additional controls let you set minimum
and maximum positional and rotational limits on the selected object.
When you create an expression on any of the parameters in this property editor, an Expression page is added to the property
editor so that you can easily edit the expression without opening the expression editor.
For general information on animating local transformations, see Animating Transformations [ Animation ].
SRT
Position
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Controls the position of the object in local space.
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Rotation
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Controls the rotation of the object in local space.
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The order in which an object is rotated about its parent's X, Y, and Z axes. This is useful for helping to control gimbal
lock with complex character rigging, and in other situations as well.
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Scaling
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Controls the size of the object in local space.
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Scaling
Scaling Orientation (Shear)
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Controls the direction of any scaling operations performed on the object.
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Scaling
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Controls the size of the object in local space.
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Scaling Computation
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Activates/deactivates hierarchical scaling for branch scaling.
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If this option is on, the object uses Hierarchical (Softimage) Scaling. Scaling its parent in branch mode scales the object
along its own axes with no shearing.
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If this option is off, the object uses Classical Scaling. Scaling its parent in branch mode scales the object its parent's
axes, possibly resulting in shearing. This mode is recommended if you are exchanging data with other applications, such as
game engines or other 3D programs that do not understand hierarchical scaling.
You can set the default mode to be used for new objects in the General Preferences [Preference Reference].
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Options
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Activates/deactivates the parent transformation constraint. When this option is off, the object does not inherit any transformation
from its parent even if the parent is branch-selected.
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Constrain
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Activates/deactivates the parent position constraint. When this option is off, the object does not inherit any translation
from its parent.
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Activates/deactivates the parent orientation constraint. When this option is off, the object does not inherit any rotation
from its parent.
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Activates/deactivates the parent scaling constraint. When this option is off, the object does not inherit any scaling from
its parent.
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Position Affected by Constraining Object?
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Changes the object's position when its parent or ancestor is rotated. When this option is on, the descendant orbits like a
geosynchronous satellite around the ancestor that is being rotated. When it is off, the descendant spins around its own center
when an ancestor is rotated.
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Changes the object's position when its parent or ancestor is scaled. When this option is on, the object moves away from or
towards its parent in global as the distance units (in which its relative position in local space is measured) change size.
When this option is off, the child scales with its parent but its center does not move.
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Pos. Limit
Minimum
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Activates the minimum position limit to the object's X axis.
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Sets the minimum position limit to the object's X axis.
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Activates the minimum position limit to the object's Y axis.
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Sets the minimum position limit to the object's Y axis.
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Activates the minimum position limit to the object's Z axis.
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Sets the minimum position limit to the object's Z axis.
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Maximum
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Activates the maximum position limit to the object's X axis.
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Sets the maximum position limit to the object's X axis.
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Activates the maximum position limit to the object's Y axis.
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Sets the maximum position limit to the object's Y axis.
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Activates the maximum position limit to the object's Z axis.
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Sets the maximum position limit to the object's Z axis.
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Rot. Limit
NoteThese options have no effect on kinematic chain elements, which use their own rotation limits.
Minimum
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Activates the minimum rotation limit to the object's X axis.
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Sets the minimum rotation limit to the object's X axis.
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Activates the minimum rotation limit to the object's Y axis.
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Sets the minimum rotation limit to the object's Y axis.
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Activates the minimum rotation limit to the object's Z axis.
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Sets the minimum rotation limit to the object's Z axis.
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Maximum
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Activates the maximum rotation limit to the object's X axis.
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Sets the maximum rotation limit to the object's X axis.
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Activates the maximum rotation limit to the object's Y axis.
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Sets the maximum rotation limit to the object's Y axis.
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Activates the maximum rotation limit to the object's Z axis.
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Sets the maximum rotation limit to the object's Z axis.
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Pivot
Controls the position about which objects are scaled and rotated when playing back animation.
Pivot
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The scaling of the pivot's pose, as an offset from the center.
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The rotation of the pivot's pose, as an offset from the center.
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The position of the pivot's pose, as an offset from the center.
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Compensation
Do not modify these values directly. They are calculated automatically to ensure that the object does not move if you change
the pivot's pose more than once.
If you set keys on the pivot's transformations, you must also set keys on the corresponding Compensation values. For example,
if you set keys on any of the Pivot Rotation parameters, you must also set keys on all three of the Compensation Rotation
parameters, and so on.
Pivot Keying
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Sets a key for the current Pivot and Compensation Position values at the current frame. Constant interpolation is used.
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Sets a key for the current Pivot and Compensation Rotation values at the current frame. Constant interpolation is used.
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Sets a key for the current Pivot and Compensation Scaling values at the current frame. Constant interpolation is used.
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Sets a key for the current Pivot and Compensation transformation values at the current frame. Constant interpolation is used.
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Pivot Control
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Activates and deactivates the pivot. When the pivot is active, the local scaling and rotation values are interpreted about
the pivot's pose. When it is not active, they are interpreted about the object's center.
When you check or uncheck Active, the object does not immediately jump to a new pose because the local transformation values
are automatically adjusted to keep the object in place. However, if the transformations have been keyed, you will notice that
the keyframe icons of the local transformations turn yellow to indicate that the current values are different from the keyed
values. The transformations will return to the fcurve values if you change frames without setting new keys.
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Resets the Pivot Scaling, Rotation, and Translation parameters to their default values. The pivot returns to its default pose
at the object's center.
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Automatically calculates the Compensation Scaling, Rotation, and Position values so that the object does not move when you
change the pivot's pose.
If you are absolutely certain that you will not change the pivot pose more than once, you can unset this option. This simplifies
the transformation calculations. However, it is safe to leave this option on.
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Neutral Pose
The neutral pose is an offset that lets you "zero out" an object's transformations in a pose other than the origin of the
parent's space.
For information on using this with characters, see Creating Neutral Poses for Skeletons [ Character Animation ].
Control
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Stores the current values for local scaling, rotation, and translation as the neutral pose, and sets the local transformations
to the default values.
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Adds the current neutral pose values to the local transformations before resetting the neutral pose to the default. The object
does not move in global space as a result.
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Scaling offset of the neutral pose, relative to the center.
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Rotation offset of the neutral pose, relative to the center.
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Translation offset of the neutral pose, relative to the center.
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Offset of the scaling orientation of the neutral pose, relative to the center.
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