I’ve been working through the documentation on mesh translation and wanted to ask for a suggested approach to using some of tools available.
Users bring in meshes which may have large local offsets (the actually geometry may be far away from its local origin). They then select a point to move the mesh to the world origin. After that they apply rotations to the mesh from the world origin. Once the mesh is positioned properly it is used to extract measurements from, as a guide for new geometry, and/or exported.
Given that and the tools offered, I’d like to gain some perspective from the members on a high level approach. I have worked out using each of the tools for the most part and will get a playground going to complete this post. It is important to bake in the transformations into the local mesh by the end of this process.
Right now I’m working on several approaches and I am unsure which one below (or others) is the right one to develop further. Your thoughts are greatly appreciated.
A user picks a point, the point is used to set a pivot, the pivot is moved to the world origin, the pivot is used for rotations, the final translations are all baked in, and then the global offsets (from pivot to world origin) are reset.
User picks a point, a parent mesh is created as a container, most of the steps below are followed but the parent mesh translations and rotations are used in place of the pivot.
Apply translations to the mesh by baking them each step of the way → I think this is the slowest method as the meshes have many points that need multiple dynamic translations (user interaction, sliders, etc).
Use transformation nodes / coordinate transformation then bake in at end. The user picks a point, the point is used as the CoT and moved to the world origin prior to baking in. I think this is the best approach?
Thanks for your review.