Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Match Obj B's translation/rotation/scale to Obj A in maya.
1. Translation can even work when Obj A is frozen using Obj A's rotate pivot as matching point.
2. BB Translate works in condition like Obj A is frozen and its rotate pivot is also moved from its center point, which is the default value, and you still want to match Obj B to the physical position of Obj A regardless of its rotate pivot position.
3. Rotate Order just simply match Obj B's rotate order to Obj A's.
Big thanks go to LennO at cgtalk.com for helping me understanding some of the basics in match transformations.
Please use the Bug System to report any bugs.
Please use the Feature Requests to give me ideas.
Please use the Support Forum if you have any questions or problems.
Please rate and review in the Review section.