Hi
I have a question about a strange problem I have when freezing transforms on a model I've got. Here's a screenshot of the outliner and the unfreezed model:

Only group1 contains any actual transformations. When freezing the transforms on group1 (used for scaling the whole model), the Facades-mesh seems to go completely nuts for no apparent reason (image below). Why is this happening?

I've tried troubleshooting this myself, but I don't think I've gotten any wiser so far.... Adjacent vertices in the two meshes viewed in the Component editor seems to lie very close to each other, but when printing getAttr for the components through a script I made I get something else completely. I did an experiment by selecting two adjacent vertices from the different meshes before freezing transforms (marked in yellow in the images). These are the results:
CODE
Selected: Facades_04.vtx[16]
Component editor says: 0.3074365 0.5139885 -0.0233852
getAttr script says: 49488.41016 -62455.98438 -4364.022949
CODE
Selected: Roof_04.vtx[9]
Component editor says: 0.3074436 0.5139975 -0.0233842
getAttr script says: 27.1997757 -18.41135788 -27.41038322
What data am I getting here? First, the getAttr is very different very from what's in the component editor! Second, how come the getAttr data I get from the vertices differ so much?
I'm attaching the script below. I was trying to print the coordinates of the selected components but I'm not that experienced in mel, so please correct me if I'm wrong! And if I did not make it clear in the above example: I'm running this script with only one vertex selected at a time.
[codebox]string $sel[] = ls -sl
;
if (size($sel) < 1) {
print "No component selected";
};
for ( $component in $sel ) {
print ("getAttr script says: ");
$pos = eval("getAttr " + $component + "");
int $i = 1;
for ($k in $pos) {
print (" " + $k);
if ($i%3 == 0) {
print ("\n");
}
$i++;
}
}[/codebox]
I'm using Maya 8.5 in Ubuntu (Hardy) Linux. I'm using a nvidia 7800 GTX card with latest drivers installed via EnvyNG. I wish I could write more about the origin of the model, but unfortunately I can't, and I'm pretty much stuck with what I've got. I'll probably have to solve this by going around this problem in some way, but I'm really curious about what's really going on in maya internally.
Thankful for any enlightenment!
regards
/Johan