Is it possible to work with world coordinates and not local controller coordinates with Rigging tools?

When I set a control location to (0, 0, 0) in world coordinates, it actually just puts it back into the bind pose base location. I’d like to work in true world coordinates in some cases, like posing hands at a specific world coordinate.

I’ve tried all sorts of combinations of making sure my controller space is in world coords, and that my move tool is set to world coords.

I’ve tried this on other controls and it looks like all objects get put back into their bind pose locations when I set them to (0,0,0)

Are you doing this in C++ ? Are you still having this problem ?

No, it’s the Maya plugin. I haven’t used it in a while though so I don’t know if it was fixed.

the zeroed out controls should always go back to their bindPose, as is standard rigging practice. If you want to work in a more world coordinate fashion, you’ll want to take a look at using the space switcher tool:

Space Switching

Create a locator, which is what will be in your world coordinate system, and make it a space for the hand. Now you can use that locator to drive the hand, and type in whatever exact coordinates you want for world space.

Oh that makes sense. I can just create an object at (0, 0, 0) and use that as my space switcher. Not sure how I didn’t think of that at the time.

Still it seems intuitive if I put my space switching into world mode that it should really be in world mode not bindPose mode. Maybe that’s just me.