QUOTE
already overwhelmed by this cluster**** I've created.
you didnt say its a cluster, clusters do have a offset! Ist so you can do boned animation. Its called bind state eg:
cluster -e -bs 1 -wn nurbsSphere2 nurbsSphere2 cluster1;
QUOTE
so I may just use the keyframe command to shift all my anim curves.
dont shift jsut re move the assset opposite way. Keep the curves intact.
ABOUT THE FREEZING:
To be totally honest, i have to this day not understood how this issue can be so flabbergastingly hard to grasp. I mean its more basic than 99.9999% of stuff we do every day. Its a bit on the same level of simplicity as asking computer advice and turns out you haven't plugged in the wall socket.
Do this. Take your shoe off and throw it on the floor. Measure with measuring tape from the corner of the room and define one dge of the room as x and other y. Measure a x and y for number of positions around the shoe to get a linear representation of your socks view from top of the world. Write theese results down.
Now what would freeze represent? Nothing, yet.
Now if you want to describe a shoe moving on the floor Its a bit impractical to keep measuring its points for the shoe all the time. But do this, place piece of cardboard or better yet a transparent piece of plastic. Now measure the points for the shoe on corners of this container (define one y and one x and where the cross origin). This is your transform. Now what you do is you measure the corners of this container to the corner of your room and denote.
CODE
|XaxisXEndPointCord XaxisYEndPointCord|
|YaxisXEndPointCord YaxisXEndPointCord|
|OriginXCord OriginYCord |
Well fine this is okay you can now place the shoe wherever you want with measuring 3 points in space, Because doing so is faster then ,measiring all poits its faster to move the shoe about, So you can afford to measure more points around.
Now what the hell is freeze in this setup? Well let us suppose you originally put the shoe randomly on the cardboard/platic transformation space. And your really interested in knowing what way is forward on the shoe. then what you'd do is lift the shoe and turn the transform and lower it down and measure the points a new. Now since keeping thsi old notation around
is no longer needed to describe the position of the shoe you discard it. You've now frozen the place of the shoe. And unless you store the all the points 2 times. Its still the same shoe just the reference is in different place.
what the hell? So freezing redefines the way you measure the shoe. Its all spiffy and fine to do this unless you already have measurements that depend on the old coordinate system. Now since coordinate systems themselves are arbitrary it does not matter, even the original corner chose in the room does not matter it too is arbitrary. But teh combination of cheese have a meaning for place. If you later change any one of these measurement points elsewhere the measured data does not align up.
So its fine to freeze before you begin anything. But not once you add some meaning to it. So often you see freeze happening because the rigger does not like the numbers in the channelbox. But sure as long as you do it FIRST.
OVERCOURSE:
It turns out the notation above is a bit tedious but gets the point across. In reality it you would be a pit preoccupied if you'd measure all the 3 points form origin. What you instead do is measure the Origin the world of that the origin on your transform container and measure the axes local to that. This saves you going back and forth to origin 2 times of 3. So what you really have is:
CODE
|XaxisXEndPointCord-OriginXCord XaxisYEndPointCord-OriginYCord 0|
|YaxisXEndPointCord-OriginXCord YaxisXEndPointCord-OriginYCord 0|
|OriginXCord OriginYCord 1|
The last column is there to fill out a requirement in matix mathematics, you can think of it as not used. But the 0 0 1 gives additional property thats nifty to have. Off course 0 0 0 would be also useless. This is a linear combination and there s set of mathematics dealing with this Aailable allowing you to sum up many of theese notations into one by multiplication so thet the last part of point movement can avoid to do whole chain of computation.
Do you need a animation to explain this visually? By the way this IS IMPORTANT, its the absolute basis of what you do all day.