sorry for the late reply!
QUOTE(BastardLoud @ 04/01/06, 01:10 AM) [snapback]233006[/snapback]
1: Position the Ctrl. Obj. freeze the transforms. Then go into component mode and select all the cv's for you Ctrl Obj. and rotate them manually. Going back to Obj. Mode you'll see the rotation values are untouched.
if i'm following as intended there would still be a problem with this: i need the rotation axis to remain oriented in addition to having the values zeroed. rotating the cv's would get it to look like it was oriented, but the axis of rotation wouldn't have been offset with the adjustment of cv's... or maybe you mean something different.
QUOTE(BastardLoud @ 04/01/06, 01:10 AM) [snapback]233006[/snapback]
2. Position the Ctrl. Obj. freeze the transforms. Then open up the attribute editor and adjust the rotation axis values of the Ctrl. Obj. (attr. found on the translate node)So that the geo/curve/etc. is rotated with the desired offset.
Did this help?
i actually had tried playing with the rotation axis values before, but they don't seem to do what i'd like them to. it does indeed offset the control object without affecting the rotation values, but when i go to actually rotate the object, the gizmo/manipulator still is oriented to the world (no matter if i'm rotating according to global, local, or whatever).
i use mostly groups (with handles) and locators rather than curves/geometry (things with components) for my animation controls, but perhaps i'm missing something by doing so as suggested in your first solution? i personally find that seeing tons of fancy controls to be distracting, but perhaps there is a reason why professional riggers/animators seem to like them so much.
-hai