Yes i said unless you know what your doing (because ods are that anyone who don't understand maths behind 3d don't know what freeze actually does),
QUOTE(ewerybody @ 05/14/07, 11:16 AM) [snapback]266083[/snapback]
As long as only the translation is frozen the data is still at the lovalPivot-Attributes!
Well unfortunately they are not. This contains a assumption local pivots somehow coincidence with the origin of the object (freezing places the roigin at 0 0 0), theres no guarantee of such things for any other object type except joints, the pivot may have allready moved piror to any freeze. There may be circumstances like I outlined above where you can in fact get this information back (considering pivot position 0 is strictly speaking just step 3, your remembering the value).
However please note:
The act of freezing is a bit like compressing images to jpeg over and over again because once you do the premutiplication your points get their point vectors multiplied in and that includes some floating point roundups. Now the act of reversing this rounds once more. And theres unfortunately no way to get the data back intact, this causes maya to use vastly more memory on things like blend shapes it can in worst case cause very annoying errors also.
That is not to say you cant make the objects comparable again, thats close enough but not quite. It just means that any work flow where you end up doing this is inherently flawed. So while you may indeed be able to fix this later on in the game the damages still theree, uless your extremely lucky.
So if you end up using things like freezing and then subsequently unfreezing that in your wrokflow often theres something wrong with the fundamental way you choose to maintain your data from start up. See storing objects offset from their local center while common is not sane for any further transformation of the objects as the precision diminishes when you get further form the local origin of your object.
Theres nothing wrong with freezing, if reconfiguring the center of where you want your calculated vectors to come form. But is should only be used for this purpose. IN this case it can be good. Theres however no sane reason for doing this inside Maya aside for fixing some import/export issues. Or just tidying stuff up for some point calculation development. And in these cases moving the origin to where you pivot is can be sane. Even then if you continuously keep doing this over and over for the same model theres something wrong in the underlying thinking.
BUT Freezing shouldnt be used to keep the translation values nice tough, because thats what its mostly erroneously used for. If you want to have a object that says its at 0 but is NOT having its pivot at smack in the middle of the local sapeces origin then you need some other methods for this
PS just to add a bit:
the transform values are supposed to reflect where the origin of your object is. But for some reason (well ist so keying rotations would be saner) rotation makes for a exception in this. Wich often leads people to believe that the values are just conveniences. In way it would be better if the developpers of maya really developed a internal way of representing the origin truly separate of the traslate vaues wich most users asume the program is doing (surprise surprise they arent), this way the users would heva ewhat they clearly seek to freeze for aswell as possibility to manage origin separately
PPS. Unfreeze is a bad name for the operation, it is tha same thing as freeze for all intents except it considers the pivot to be the center of the freeze not local coordinate. Wich is much more intuitive anyway. The side effect is that it can do unfreeze but that shuldnt be considered its main purpose.