Freeze Transforms, … Freeze Transforms. I’m yet to see this topic properly addressed. Why not in this thread? So what’s my take on frozen transformations? First off, I’m no guru … I’ll just share the perspective I gathered while learning MAX (I hope it works same for Maya converts)
Imagine a box object at the origin (0,0,0), which I move to a new location, say 5 units along X, 8 along Y, and 2 along Z … that’s=(5,8,2). if I apply this transformation in Blender with Ctrl-A (location), I get a box that is visually at 5,8,2 but globally at 0,0,0 (as if the centre of mass, or handle … or whatever one may call it … is at the origin). This does not seem to equate to frozen transforms in MAX. I could be wrong but judging from visual results … this is a newbie’s way of seeing it.
In MAX, the object is still globally at (5,8,2) when transforms are frozen. MAX just stores that transform separately, and creates another slot … or layer … and calls the new location a zero location (0,0,0). It achieves this with a List Controller. The first slot bears the first transforms (5,8,2 … etc), the next bears the deltas from the previous transform. One could then move the object again 1 unit along X, 2 units along Y by feeding (1,2,0) to the list controller which in global coordinate, is really (6,10,2). In MAX, one can still access the original transforms by going back to the first slot. In Blender, the newbie is lost … he doesn’t know if the information about the first transformation is stored somewhere. He just notices that the object has a zero origin that is far away from the object.
I hope have explained this dilemma well enough for the Blender gurus to come in. Its really all about how Blender interprets and stores transformations. May be we should be asking if there is a list controller in Blender. If this has been addressed in another thread … I’d be glad to know.