
Thanks for suggestions.

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Yes. I could just reset the layer values, so it's zero again. That's not what I want. All child-layers and everything on the layer would move.hayasidist wrote:not totally clear to me what you want...
you can zeroise a layer translation, scale, rotation etc using the layer tools, so I guess this isn't what you want.
Correct, with two layers and different transforms, this would be also a problem. But for me it's also a problem, if the parent and the child layer have different transforms.hayasidist wrote: you (probably) could get the layer tansform matrix, set all the transforms of a given layer to zero, then change its parent layer transforms so that the child layer looked the same, but that wouldn't help if you had two child layers, each with different transforms?
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I think this is the most important thing for me. Normally you can avoid scaling, but maybe you need to change the position. At the last project, one person was building the head and another person was building the body. Both persons were working with the same design. So scaling was no problem, but the position is not always the same. We could also do it by hand, but we normally have some more layers multiplied the needed head views. So it's a lot of stuff to change. And we have ~500 characters. With this informations it's maybe clear, that an automatic solution would be very useful.heyvern wrote: You need to, select all the points, get the position of that point group, then add or subtract the layer translation value to that point group position. Doing this would put the points in the exact position they were in when the layer was "moved" but now is at zero (I do this by hand all the time).
Scaling sounds a bit more complicated, but I really like the unfilled box solution. This is also a good "doing it by hand" solution. Thanks a lot for this.heyvern wrote: Layer scaling and z translation are going to be a completely different situation.
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When I do this by hand I create an unfilled "box" that is larger than all of the points of each layer. I paste this box on each layer creating a new bounding area for scaling that is identical for all layers so that scaling is simple and keeps the points in the same position since they now have the same bounding box dimensions and will scale the same way. I actually will leave that unfilled box on the layers just in case I need to do this again in the future.
Right now I didn't use this in my rigging solutions. But maybe in the future. But right now, the project is over. *phew*heyvern wrote: The other tricky part would be z translation.
I know I could modify the layer script. Normally you have to modify the scripts from rig to rig anyways. As example: bone_parent_master script - you can modify the channels and switch them on and off. But sometimes you need a channel, but over two displaced layers it would cause strange results.heyvern wrote: My one question is what sort of scripts on the parent bone rig don't compensate for layer transformations? I don't know exactly what they do but it would seem to me to be a simpler process to modify a layer script to compensate for layer transformations so that all of the other stuff doesn't need to be done anyway.
Not sorry, thank you very much for your time.heyvern wrote: Sorry for the long post. When I get some free time I could try to work on this or hopefully some of the information is what you need to script this yourself? Wasn't sure what you needed, scripting info or a script.
Nice. I will give it a try. Thanks a lot.dkwroot wrote:Jimmy, use my smart bone parent control script instead of the one you're currently using. I know exactly the problem you're facing and it's the reason I created another master bone controller.