And thest why theres 2 vectors to animating pivot positions, and thats WHY its hard to do this. Its donet actually help the animatrors if the data is in one extra node or not.
See thing is everybody usderstands what the pivot position is about. but the residual compound of the pivot ofsset is a bit incomprehensible data to animators. Its very easy to animate tough, its just very hard to cope with. All you need is.
for object you want to animate pivot for. open channel control add the following attributes to the keyable list:
.rotatePivotTranslateX;
.rotatePivotTranslateY;
.rotatePivotTranslateZ;
.rotatePivotX;
.rotatePivotY;
.rotatePivotZ;
Tough for pure practiocalöity i suggest you include the scale pivot in the list also! (this make sit easier to move the pivot about later)
Thast it. your now set. to move the pivot just hold down the key 'd' while obejct is selected. then key away. Now youd still need to udnerstand what your doing and that in my experience is a bit problematic.
constraining the pivot, now this is a bit tricky. see pivot is a core dag info. Now the core of dag can not be cyclic.
Then parent the locator to the object so it moves with it and it works fine.
Well this dont really work. see dag MUST compute in order. So the locator MUST be computed before the node it controlls. Thsi is a bit tricky since parentting makes the locator resolve after the parent. (and it MUST ALLWAYS DO THIS) The net effect is that thepivot is actually offset in time by one step in compute order. THis si extremely bad bad bad.
Now you can do this. However this still leaves the pivot offset. Wich is a bit hard to understand. Thsi all sint sucha problem however one other thing is.
theres a visual clue dscreppancy going on. See your manipulator and the pivot will allways coencide on top of each other so knowincg wich you have selected is rather clumsy to arrange. THis is a much bigger problem. tnhan actually constraimning the data to somewhere.
But autodesk really needs to make a pivot constrain option.....
Actually i dont think that would be wise, theres however a much better thing they could do instead and that is off node aliases. THsi could solve the thing elegantly but it would solve several other known rigging limitations of maya by allowing data to be shared across nodes for keying purposes across different selections.
Now however thing is a parent constraint chain CAN be use dto move the pivot its just not the most productive workflow. The biggest problem si still keeping track of where the firgging pivot is at times. This just convolutes things over whats needed.
PS: pivot locations can slo be emulated by adding 3 different translates instead of 1.