personally my shot at it was more into evaluating the rig "In Place" at the 
origin and just parenting the deforming mesh to a root control. writing a 
batchMatrixNode is fun as well if you are concerned about performance( we 
even  have nowadays MPxSkinCluster class exposed to the API).
but this can be solve cheaply as well by your shot department if your scene 
is constrained to a the virtual room which slide to in order to  stuck the 
action to the origin. ( ala jamiroquai virtual insanity video clip).

Le lundi 26 mars 2018 15:15:35 UTC-5, Marcus Ottosson a écrit :
>
> Hi Yao,
>
> In my experience, you mostly just try to avoid this happening. You may not 
> have noticed, but this happens when things are too small as well!
>
> I'll assume by "production pipeline" you're referring to film, and in film 
> you typically work shot-by-shot. Before you even get to a shot in something 
> like Maya, you typically know what's going to happen and what's going to be 
> in it. With that information, it's typically trivial to figure out an 
> appropriate scale for things. At a higher level, the assets you create for 
> a film is typically created globally and span across many or all shots. In 
> that case, the same thing applies. You typically know up front, long before 
> getting to Maya, what a film consists of and what the average size of 
> things are.
>
> For example, if you're working on Bugs Life 2, then working in millimeters 
> is probably fine, even if there's the occasional human in some shots. But 
> if you're working on Pacific Rim 2, then millimeters can work against you. 
> Furthermore, if you know that in your film there's going to be lots of 
> locations but that all locations reside within the same "logical location" 
> - such as a single city - then you could try and replicate this single city 
> as one giant asset, and simply position the camera in various parts of it. 
> But see now you're in trouble, because you might run into the issue you've 
> been seeing. One solution is to either use this giant asset and move it, 
> such that the camera location is at the center of Maya. Another (and 
> perhaps more practical) is to chop the city up into individual parts, and 
> use the relevant part for the corresponding shot.
>
> Hope that helps. :)
> ​
>

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