RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
No problem. I can fully appreciate where you are.

I remember stepping right out of Soft3D into Maya back in the late 90s setting 
up my scene the same way I did in Soft3D. It was stressful. Nothing seemed to 
make sense. I was generating move files at one point to export ascii transform 
data back and forth to SI3D and you could see the real numbers and nothing 
lined up like it was supposed to.  At some point you get to an understanding of 
what pivots are in Maya but conclude it is just not worth the hassle to try and 
translate or even use them. Incidentally you deal with other issues because of 
it, solely inside Maya, namely the replacement of geometry or other object with 
new structures and realize quickly having everything zeroed out is faster and 
easier than trying to leverage Maya pivots in any way. So you end up building 
all your objects at world center, null parent and reposition, etc. Need to fix 
a deep subobject? Just modify it, replace the old geometry with the new, zero 
out all transforms and it goes right where it belongs.  Simple as that.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Wednesday, April 08, 2015 12:10 PM
To: softimage@listproc.autodesk.com
Subject: RE: Maya to Soft f*cks up pivot positions


I do concur on the sheer insanity bit - total madness. When I think of the 
countless hours I have wasted on this gem trying to fix pivots so I could get 
proper subframe positions/rotations for various purposes my mind goes numb. You 
would think that Maya would reinterpret the numbers for export to more sane 
packages



I will relay your advice to our Maya artist who will have to fix this one - it 
is way beyond me.



Thanks for the indepth explanation - this has really bugged me on many 
occasions.





Morten







Den 8. april 2015 kl. 18:02 skrev Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov:
-- --
Yeah, unfortunately you have to build your initial rig to insure that all 
rotate or scale pivots remain 1:1. You can use minimal null hierarchy to 
accomplish this. The idea is that if you leave Maya, it has to be prepped in a 
way that prevents the “Maya paradigm” from clubbing it.   You learn very 
quickly to complete toss the “Maya pivot” concept because few other apps work 
this way. Maya pivots work fine and it’s safe to alter pivots if you remain in 
Maya, but you have to accept this Maya “reality”. People who have only ever 
worked in Maya are insulated. They figure out the path of least resistance if 
they use pivots and understand it the Maya way. But for just about everyone 
else,  it’s sheer insanity. Cascade the nulls (empty groups) and you have full 
unfettered control and it’s never a problem physically or conceptually. 
Incidentally there are other reasons to do this, in particular Maya rotation 
order which can be changed. Its an older TAV concept that continued on to Maya. 
While it’s possible to understand this if you do it all the time, mentally 
switching back and forth between different apps and then trying to decipher 
Maya pivots isn’t worth the wasted brain cells.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Wednesday, April 08, 2015 11:51 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: Maya to Soft f*cks up pivot positions


I get the idea, thanks. So to fix this I will have to build a new rig where 
locators are translated and then parented!?



Is there no way to get proper world positions for pivots that are moved the way 
you described?



MB



Den 8. april 2015 kl. 17:45 skrev Ponthieux, Joseph G. (LARC-E1A)[LITES]  
j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov :
-- --
To ty to explain better

Create a new scene in Maya
Create a locator
Make sure it is selected
Hit the W key (for transform)
Hit the Insert key (you are now editing the pivot)
Move the pivot around

Note that the object XYZ position is still the same in the channel box even 
after you moved the pivot. This is how Maya works. Position remains the same, 
pivot rotation is isolated from transform position. When other app try to 
interpret this they get confused and can’t really always translate

RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Morten Bartholdy
I think I understand what you are saying, but I am not sure I get the
cascade thing. Do you mean rebuild the hierarchy properly?

MB




Den 8. april 2015 kl. 17:37 skrev Ponthieux, Joseph G. (LARC-E1A)[LITES]
j.ponthi...@nasa.gov:

 
 Maya pivots are not like Soft Centres. They don’t equate and aren’t really
 the same thing.
 
 
 
 In Maya when you alter pivot “position” is seems much like a hack. The
 pivot can be moved but it still says that it is zero local to the geometry.
 Regerdless where you put the pivot, its always zero to the geometry. Soft
 is reading it right.
 
 
 
 Yeah I know, you can move the pivot and all that but’s not a 1:1
 relationship to position like Soft is. That’s why its always a really bad
 idea to move the pivot in Maya. Best way to set of the same thing in Maya
 is cascade nulls or locators. Things will always be relative meaning pivots
 will always reflect exactly where the object is.
 
 
 
 --
 
 Joey Ponthieux
 
 LaRC Information Technology Enhanced Services (LITES)
 
 MYMIC Technical Services
 
 NASA Langley Research Center
 
 __
 
 Opinions stated here-in are strictly those of the author and do not
 
 represent the opinions of NASA or any other party.
 
 
 
 From: Morten Bartholdy [mailto:x...@colorshopvfx.dk]
 Sent: Wednesday, April 08, 2015 11:29 AM
 To: Ponthieux, Joseph G. (LARC-E1A)[LITES]
 Subject: RE: Maya to Soft f*cks up pivot positions
 
 
 
 There you got me - it was animated by an offsite Maya artist so I don't
 know but will ask. I don't know enough Maya to check.
 
 MB
 
 
 
 Den 8. april 2015 kl. 17:21 skrev Ponthieux, Joseph G. (LARC-E1A)[LITES]
  j.ponthi...@nasa.gov mailto:j.ponthi...@nasa.gov :
 
  
  -- --
  
  Are your locator pivots at zero local to the pivot geometry? Or have you
  modified them in some way?
  
  
  
  --
  
  Joey Ponthieux
  
  LaRC Information Technology Enhanced Services (LITES)
  
  MYMIC Technical Services
  
  NASA Langley Research Center
  
  __
  
  Opinions stated here-in are strictly those of the author and do not
  
  represent the opinions of NASA or any other party.
  
  
  
  From: softimage-boun...@listproc.autodesk.com
  mailto:softimage-boun...@listproc.autodesk.com [
  mailto:softimage-boun...@listproc.autodesk.com
  mailto:softimage-boun...@listproc.autodesk.com ] On Behalf Of Morten
  Bartholdy
  Sent: Wednesday, April 08, 2015 11:08 AM
  To: softimage@listproc.autodesk.com
  mailto:softimage@listproc.autodesk.com
  Subject: Maya to Soft f*cks up pivot positions
  
  
  
  I am moving a number of scenes animated in Maya to Soft for shading and
  rendering, but am running into the old problem of hierarchial rig having
  all pivots on child nodes moving to the center of the parent locator/Null.
  I thought this behaviour was when using groups instead of proper hierarchy
  in Maya, but now I see it with hierarchy too. Does some smart Maya savvy
  person here perhaps know how to fix this one? I have tried FBX and Collada
  with same dismal results.
  
  The rig is really simple - just curves and locators - no fancy bones,
  expressions or constraints.
  
  
  Thanks.
  
  Morten
 
 
 


Re: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Eric Thivierge
One thing would be to make sure the rigger doesn't change the pivots 
from the data that he gets from you. Either that or you need to update 
the assets that you're applying the cache on, to match.


Eric T.

On 4/8/2015 12:02 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:


Yeah, unfortunately you have to build your initial rig to insure that 
all rotate or scale pivots remain 1:1. You can use minimal null 
hierarchy to accomplish this. The idea is that if you leave Maya, it 
has to be prepped in a way that prevents the “Maya paradigm” from 
clubbing it.   You learn very quickly to complete toss the “Maya 
pivot” concept because few other apps work this way. Maya pivots work 
fine and it’s safe to alter pivots if you remain in Maya, but you have 
to accept this Maya “reality”. People who have only ever worked in 
Maya are insulated. They figure out the path of least resistance if 
they use pivots and understand it the Maya way. But for just about 
everyone else,  it’s sheer insanity. Cascade the nulls (empty groups) 
and you have full unfettered control and it’s never a problem 
physically or conceptually. Incidentally there are other reasons to do 
this, in particular Maya rotation order which can be changed. Its an 
older TAV concept that continued on to Maya. While it’s possible to 
understand this if you do it all the time, mentally switching back and 
forth between different apps and then trying to decipher Maya pivots 
isn’t worth the wasted brain cells.


--

Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES)

MYMIC Technical Services

NASA Langley Research Center

__

Opinions stated here-in are strictly those of the author and do not

represent the opinions of NASA or any other party.

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Morten 
Bartholdy

*Sent:* Wednesday, April 08, 2015 11:51 AM
*To:* softimage@listproc.autodesk.com
*Subject:* RE: Maya to Soft f*cks up pivot positions

I get the idea, thanks. So to fix this I will have to build a new rig 
where locators are translated and then parented!?


Is there no way to get proper world positions for pivots that are 
moved the way you described?


MB


Den 8. april 2015 kl. 17:45 skrev Ponthieux, Joseph G. 
(LARC-E1A)[LITES] j.ponthi...@nasa.gov mailto:j.ponthi...@nasa.gov:


-- --

To ty to explain better

Create a new scene in Maya

Create a locator

Make sure it is selected

Hit the W key (for transform)

Hit the Insert key (you are now editing the pivot)

Move the pivot around

Note that the object XYZ position is still the same in the channel
box even after you moved the pivot. This is how Maya works.
Position remains the same, pivot rotation is isolated from
transform position. When other app try to interpret this they get
confused and can’t really always translate

-- 


Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES)

MYMIC Technical Services

NASA Langley Research Center

__

Opinions stated here-in are strictly those of the author and do not

represent the opinions of NASA or any other party.

*From: *Morten Bartholdy [mailto:x...@colorshopvfx.dk]
*Sent:* Wednesday, April 08, 2015 11:29 AM
*To:* Ponthieux, Joseph G. (LARC-E1A)[LITES]
*Subject:* RE: Maya to Soft f*cks up pivot positions

There you got me - it was animated by an offsite Maya artist so I
don't know but will ask. I don't know enough Maya to check.

MB

Den 8. april 2015 kl. 17:21 skrev Ponthieux, Joseph G.
(LARC-E1A)[LITES] j.ponthi...@nasa.gov
mailto:j.ponthi...@nasa.gov:

-- --

Are your locator pivots at zero local to the pivot geometry?
Or have you modified them in some way?

-- 


Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES)

MYMIC Technical Services

NASA Langley Research Center

__

Opinions stated here-in are strictly those of the author and
do not

represent the opinions of NASA or any other party.

*From: *softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*Morten Bartholdy
*Sent: *Wednesday, April 08, 2015 11:08 AM
*To: *softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject: *Maya to Soft f*cks up pivot positions

I am moving a number of scenes animated in Maya to Soft for
shading and rendering, but am running into the old problem of
hierarchial rig having all pivots on child nodes moving to the
center of the parent locator/Null. I thought this behaviour

Re: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Morten Bartholdy
Well the geometry is some 55 millions tris taking 1,3 GB so I am actually
only trying to move the animated rig and reconstrain to a refmodel in Soft.
The animated rig consists of locators and curves with shapes showing how
they are supposed to move - translate and rotate. So I guess the first
scenario you mention applies.

MB




Den 8. april 2015 kl. 17:32 skrev Eric Thivierge ethivie...@hybride.com:

 geometry in Softimage or are you pulling geometry and point / transform
 caches in?
 
 Eric T.
 
 On 4/8/2015 11:28 AM, Mirko Jankovic wrote:
  IM right now rendering BUNCH of scenes from Maya in SI, and alembic is your
  friend!
  
  On Wed, Apr 8, 2015 at 5:21 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
  j.ponthi...@nasa.gov mailto:j.ponthi...@nasa.gov  wrote:
   
   Are your locator pivots at zero local to the pivot geometry? Or have you
   modified them in some way?
   
   
   
   --
   
   Joey Ponthieux
   
   LaRC Information Technology Enhanced Services (LITES)
   
   MYMIC Technical Services
   
   NASA Langley Research Center
   
   __
   
   Opinions stated here-in are strictly those of the author and do not
   
   represent the opinions of NASA or any other party.
   
   
   
   From: softimage-boun...@listproc.autodesk.com
   mailto:softimage-boun...@listproc.autodesk.com [mailto:
   softimage-boun...@listproc.autodesk.com
   mailto:softimage-boun...@listproc.autodesk.com ] On Behalf Of Morten
   Bartholdy
   Sent: Wednesday, April 08, 2015 11:08 AM
   To: softimage@listproc.autodesk.com
   mailto:softimage@listproc.autodesk.com
   Subject: Maya to Soft f*cks up pivot positions
   
   
   
   I am moving a number of scenes animated in Maya to Soft for shading and
   rendering, but am running into the old problem of hierarchial rig having
   all pivots on child nodes moving to the center of the parent locator/Null.
   I thought this behaviour was when using groups instead of proper hierarchy
   in Maya, but now I see it with hierarchy too. Does some smart Maya savvy
   person here perhaps know how to fix this one? I have tried FBX and Collada
   with same dismal results.
   
   The rig is really simple - just curves and locators - no fancy bones,
   expressions or constraints.
   
   
   Thanks.
   
   Morten


RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Yes, make a new null for every position/pivot offset you need. Leave the actual 
pivots alone.

Null_Position
Null_position_offset
Null_Rotate
Null_whatever
Null_geometry


Animate null position directly to the curve. As long as all pivots are 
unaffected or unchanged everything remains 1:1

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Wednesday, April 08, 2015 11:44 AM
To: softimage@listproc.autodesk.com
Subject: RE: Maya to Soft f*cks up pivot positions


I think I understand what you are saying, but I am not sure I get the cascade 
thing. Do you mean rebuild the hierarchy properly?



MB





Den 8. april 2015 kl. 17:37 skrev Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov:
-- --
Maya pivots are not like Soft Centres. They don’t equate and aren’t really the 
same thing.

In Maya when you alter pivot “position” is seems much like a hack. The pivot 
can be moved but it still says that it is zero local to the geometry. 
Regerdless where you put the pivot, its always zero to the geometry. Soft is 
reading it right.

Yeah I know, you can move the pivot and all that but’s not a 1:1 relationship 
to position like Soft is. That’s why its always a really bad idea to move the 
pivot in Maya. Best way to set of the same thing in Maya is cascade nulls or 
locators. Things will always be relative meaning pivots will always reflect 
exactly where the object is.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: Morten Bartholdy [mailto:x...@colorshopvfx.dk]
Sent: Wednesday, April 08, 2015 11:29 AM
To: Ponthieux, Joseph G. (LARC-E1A)[LITES]
Subject: RE: Maya to Soft f*cks up pivot positions


There you got me - it was animated by an offsite Maya artist so I don't know 
but will ask. I don't know enough Maya to check.



MB



Den 8. april 2015 kl. 17:21 skrev Ponthieux, Joseph G. (LARC-E1A)[LITES]  
j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov :
-- --
Are your locator pivots at zero local to the pivot geometry? Or have you 
modified them in some way?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [ mailto:softimage-boun...@listproc.autodesk.com ] On Behalf Of Morten 
Bartholdy
Sent: Wednesday, April 08, 2015 11:08 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Maya to Soft f*cks up pivot positions


I am moving a number of scenes animated in Maya to Soft for shading and 
rendering, but am running into the old problem of hierarchial rig having all 
pivots on child nodes moving to the center of the parent locator/Null. I 
thought this behaviour was when using groups instead of proper hierarchy in 
Maya, but now I see it with hierarchy too. Does some smart Maya savvy person 
here perhaps know how to fix this one? I have tried FBX and Collada with same 
dismal results.



The rig is really simple - just curves and locators - no fancy bones, 
expressions or constraints.





Thanks.



Morten





RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Morten Bartholdy
I get the idea, thanks. So to fix this I will have to build a new rig where
locators are translated and then parented!?

Is there no way to get proper world positions for pivots that are moved the
way you described?

MB



Den 8. april 2015 kl. 17:45 skrev Ponthieux, Joseph G. (LARC-E1A)[LITES]
j.ponthi...@nasa.gov:

 
 To ty to explain better
 
 
 
 Create a new scene in Maya
 
 Create a locator
 
 Make sure it is selected
 
 Hit the W key (for transform)
 
 Hit the Insert key (you are now editing the pivot)
 
 Move the pivot around
 
 
 
 Note that the object XYZ position is still the same in the channel box even
 after you moved the pivot. This is how Maya works. Position remains the
 same, pivot rotation is isolated from transform position. When other app
 try to interpret this they get confused and can’t really always translate
 
 
 
 
 
 --
 
 Joey Ponthieux
 
 LaRC Information Technology Enhanced Services (LITES)
 
 MYMIC Technical Services
 
 NASA Langley Research Center
 
 __
 
 Opinions stated here-in are strictly those of the author and do not
 
 represent the opinions of NASA or any other party.
 
 
 
 From: Morten Bartholdy [mailto:x...@colorshopvfx.dk]
 Sent: Wednesday, April 08, 2015 11:29 AM
 To: Ponthieux, Joseph G. (LARC-E1A)[LITES]
 Subject: RE: Maya to Soft f*cks up pivot positions
 
 
 
 There you got me - it was animated by an offsite Maya artist so I don't
 know but will ask. I don't know enough Maya to check.
 
 MB
 
 
   Den 8. april 2015 kl. 17:21 skrev Ponthieux, Joseph G.
 (LARC-E1A)[LITES] j.ponthi...@nasa.gov:
 
  
  -- --
  
  Are your locator pivots at zero local to the pivot geometry? Or have you
  modified them in some way?
  
  
  
  --
  
  Joey Ponthieux
  
  LaRC Information Technology Enhanced Services (LITES)
  
  MYMIC Technical Services
  
  NASA Langley Research Center
  
  __
  
  Opinions stated here-in are strictly those of the author and do not
  
  represent the opinions of NASA or any other party.
  
  
  
  From: softimage-boun...@listproc.autodesk.com
  [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten
  Bartholdy
  Sent: Wednesday, April 08, 2015 11:08 AM
  To: softimage@listproc.autodesk.com
  Subject: Maya to Soft f*cks up pivot positions
  
  
  
  I am moving a number of scenes animated in Maya to Soft for shading and
  rendering, but am running into the old problem of hierarchial rig having
  all pivots on child nodes moving to the center of the parent locator/Null.
  I thought this behaviour was when using groups instead of proper hierarchy
  in Maya, but now I see it with hierarchy too. Does some smart Maya savvy
  person here perhaps know how to fix this one? I have tried FBX and Collada
  with same dismal results.
  
  The rig is really simple - just curves and locators - no fancy bones,
  expressions or constraints.
  
  
  Thanks.
  
  Morten
 
 
 


RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Morten Bartholdy
Right - I guess I will have to bug our Maya artist for this one.

Thanks Joey.


MB




Den 8. april 2015 kl. 17:47 skrev Ponthieux, Joseph G. (LARC-E1A)[LITES]
j.ponthi...@nasa.gov:

 
 Yes, make a new null for every position/pivot offset you need. Leave the
 actual pivots alone.
 
 
 
 Null_Position
 
 Null_position_offset
 
 Null_Rotate
 
 Null_whatever
 
 
 Null_geometry
 
 
 
 
 
 Animate null position directly to the curve. As long as all pivots are
 unaffected or unchanged everything remains 1:1
 
 
 
 --
 
 Joey Ponthieux
 
 LaRC Information Technology Enhanced Services (LITES)
 
 MYMIC Technical Services
 
 NASA Langley Research Center
 
 __
 
 Opinions stated here-in are strictly those of the author and do not
 
 represent the opinions of NASA or any other party.
 
 
 
 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten
 Bartholdy
 Sent: Wednesday, April 08, 2015 11:44 AM
 To: softimage@listproc.autodesk.com
 Subject: RE: Maya to Soft f*cks up pivot positions
 
 
 
 I think I understand what you are saying, but I am not sure I get the
 cascade thing. Do you mean rebuild the hierarchy properly?
 
 MB
 
 
 
 
 Den 8. april 2015 kl. 17:37 skrev Ponthieux, Joseph G. (LARC-E1A)[LITES]
  j.ponthi...@nasa.gov mailto:j.ponthi...@nasa.gov :
 
  
  -- --
  
  Maya pivots are not like Soft Centres. They don’t equate and aren’t really
  the same thing.
  
  
  
  In Maya when you alter pivot “position” is seems much like a hack. The
  pivot can be moved but it still says that it is zero local to the geometry.
  Regerdless where you put the pivot, its always zero to the geometry. Soft
  is reading it right.
  
  
  
  Yeah I know, you can move the pivot and all that but’s not a 1:1
  relationship to position like Soft is. That’s why its always a really bad
  idea to move the pivot in Maya. Best way to set of the same thing in Maya
  is cascade nulls or locators. Things will always be relative meaning pivots
  will always reflect exactly where the object is.
  
  
  
  --
  
  Joey Ponthieux
  
  LaRC Information Technology Enhanced Services (LITES)
  
  MYMIC Technical Services
  
  NASA Langley Research Center
  
  __
  
  Opinions stated here-in are strictly those of the author and do not
  
  represent the opinions of NASA or any other party.
  
  
  
  From: Morten Bartholdy [ mailto:x...@colorshopvfx.dk
  mailto:x...@colorshopvfx.dk ]
  Sent: Wednesday, April 08, 2015 11:29 AM
  To: Ponthieux, Joseph G. (LARC-E1A)[LITES]
  Subject: RE: Maya to Soft f*cks up pivot positions
  
  
  
  There you got me - it was animated by an offsite Maya artist so I don't
  know but will ask. I don't know enough Maya to check.
  
  MB
  
  
  
  Den 8. april 2015 kl. 17:21 skrev Ponthieux, Joseph G. (LARC-E1A)[LITES]
   j.ponthi...@nasa.gov mailto:j.ponthi...@nasa.gov :
  
   
   -- --
   
   Are your locator pivots at zero local to the pivot geometry? Or have you
   modified them in some way?
   
   
   
   --
   
   Joey Ponthieux
   
   LaRC Information Technology Enhanced Services (LITES)
   
   MYMIC Technical Services
   
   NASA Langley Research Center
   
   __
   
   Opinions stated here-in are strictly those of the author and do not
   
   represent the opinions of NASA or any other party.
   
   
   
   From: softimage-boun...@listproc.autodesk.com
   mailto:softimage-boun...@listproc.autodesk.com [
   mailto:softimage-boun...@listproc.autodesk.com
   mailto:softimage-boun...@listproc.autodesk.com ] On Behalf Of Morten
   Bartholdy
   Sent: Wednesday, April 08, 2015 11:08 AM
   To: softimage@listproc.autodesk.com
   mailto:softimage@listproc.autodesk.com
   Subject: Maya to Soft f*cks up pivot positions
   
   
   
   I am moving a number of scenes animated in Maya to Soft for shading and
   rendering, but am running into the old problem of hierarchial rig having
   all pivots on child nodes moving to the center of the parent locator/Null.
   I thought this behaviour was when using groups instead of proper hierarchy
   in Maya, but now I see it with hierarchy too. Does some smart Maya savvy
   person here perhaps know how to fix this one? I have tried FBX and Collada
   with same dismal results.
   
   The rig is really simple - just curves and locators - no fancy bones,
   expressions or constraints.
   
   
   Thanks.
   
   Morten
  
  
  
 
 
 


RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Yeah, unfortunately you have to build your initial rig to insure that all 
rotate or scale pivots remain 1:1. You can use minimal null hierarchy to 
accomplish this. The idea is that if you leave Maya, it has to be prepped in a 
way that prevents the “Maya paradigm” from clubbing it.   You learn very 
quickly to complete toss the “Maya pivot” concept because few other apps work 
this way. Maya pivots work fine and it’s safe to alter pivots if you remain in 
Maya, but you have to accept this Maya “reality”. People who have only ever 
worked in Maya are insulated. They figure out the path of least resistance if 
they use pivots and understand it the Maya way. But for just about everyone 
else,  it’s sheer insanity. Cascade the nulls (empty groups) and you have full 
unfettered control and it’s never a problem physically or conceptually. 
Incidentally there are other reasons to do this, in particular Maya rotation 
order which can be changed. Its an older TAV concept that continued on to Maya. 
While it’s possible to understand this if you do it all the time, mentally 
switching back and forth between different apps and then trying to decipher 
Maya pivots isn’t worth the wasted brain cells.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Wednesday, April 08, 2015 11:51 AM
To: softimage@listproc.autodesk.com
Subject: RE: Maya to Soft f*cks up pivot positions


I get the idea, thanks. So to fix this I will have to build a new rig where 
locators are translated and then parented!?



Is there no way to get proper world positions for pivots that are moved the way 
you described?



MB



Den 8. april 2015 kl. 17:45 skrev Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov:
-- --
To ty to explain better

Create a new scene in Maya
Create a locator
Make sure it is selected
Hit the W key (for transform)
Hit the Insert key (you are now editing the pivot)
Move the pivot around

Note that the object XYZ position is still the same in the channel box even 
after you moved the pivot. This is how Maya works. Position remains the same, 
pivot rotation is isolated from transform position. When other app try to 
interpret this they get confused and can’t really always translate


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: Morten Bartholdy [mailto:x...@colorshopvfx.dk]
Sent: Wednesday, April 08, 2015 11:29 AM
To: Ponthieux, Joseph G. (LARC-E1A)[LITES]
Subject: RE: Maya to Soft f*cks up pivot positions


There you got me - it was animated by an offsite Maya artist so I don't know 
but will ask. I don't know enough Maya to check.



MB


  Den 8. april 2015 kl. 17:21 skrev Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov:
-- --
Are your locator pivots at zero local to the pivot geometry? Or have you 
modified them in some way?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Wednesday, April 08, 2015 11:08 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Maya to Soft f*cks up pivot positions


I am moving a number of scenes animated in Maya to Soft for shading and 
rendering, but am running into the old problem of hierarchial rig having all 
pivots on child nodes moving to the center of the parent locator/Null. I 
thought this behaviour was when using groups instead of proper hierarchy in 
Maya, but now I see it with hierarchy too. Does some smart Maya savvy person 
here perhaps know how to fix this one? I have tried FBX and Collada with same 
dismal results.



The rig is really simple - just curves and locators - no fancy bones, 
expressions or constraints.





Thanks.



Morten





RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Morten Bartholdy
I do concur on the sheer insanity bit - total madness. When I think of the
countless hours I have wasted on this gem trying to fix pivots so I could
get proper subframe positions/rotations for various purposes my mind goes
numb. You would think that Maya would reinterpret the numbers for export to
more sane packages

I will relay your advice to our Maya artist who will have to fix this one -
it is way beyond me.

Thanks for the indepth explanation - this has really bugged me on many
occasions.


Morten





Den 8. april 2015 kl. 18:02 skrev Ponthieux, Joseph G. (LARC-E1A)[LITES]
j.ponthi...@nasa.gov:

 
 Yeah, unfortunately you have to build your initial rig to insure that all
 rotate or scale pivots remain 1:1. You can use minimal null hierarchy to
 accomplish this. The idea is that if you leave Maya, it has to be prepped
 in a way that prevents the “Maya paradigm” from clubbing it.   You learn
 very quickly to complete toss the “Maya pivot” concept because few other
 apps work this way. Maya pivots work fine and it’s safe to alter pivots if
 you remain in Maya, but you have to accept this Maya “reality”. People who
 have only ever worked in Maya are insulated. They figure out the path of
 least resistance if they use pivots and understand it the Maya way. But for
 just about everyone else,  it’s sheer insanity. Cascade the nulls (empty
 groups) and you have full unfettered control and it’s never a problem
 physically or conceptually. Incidentally there are other reasons to do
 this, in particular Maya rotation order which can be changed. Its an older
 TAV concept that continued on to Maya. While it’s possible to understand
 this if you do it all the time, mentally switching back and forth between
 different apps and then trying to decipher Maya pivots isn’t worth the
 wasted brain cells.
 
 
 
 --
 
 Joey Ponthieux
 
 LaRC Information Technology Enhanced Services (LITES)
 
 MYMIC Technical Services
 
 NASA Langley Research Center
 
 __
 
 Opinions stated here-in are strictly those of the author and do not
 
 represent the opinions of NASA or any other party.
 
 
 
 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten
 Bartholdy
 Sent: Wednesday, April 08, 2015 11:51 AM
 To: softimage@listproc.autodesk.com
 Subject: RE: Maya to Soft f*cks up pivot positions
 
 
 
 I get the idea, thanks. So to fix this I will have to build a new rig where
 locators are translated and then parented!?
 
 Is there no way to get proper world positions for pivots that are moved the
 way you described?
 
 MB
 
 
 
 Den 8. april 2015 kl. 17:45 skrev Ponthieux, Joseph G. (LARC-E1A)[LITES]
  j.ponthi...@nasa.gov mailto:j.ponthi...@nasa.gov :
 
  
  -- --
  
  To ty to explain better
  
  
  
  Create a new scene in Maya
  
  Create a locator
  
  Make sure it is selected
  
  Hit the W key (for transform)
  
  Hit the Insert key (you are now editing the pivot)
  
  Move the pivot around
  
  
  
  Note that the object XYZ position is still the same in the channel box even
  after you moved the pivot. This is how Maya works. Position remains the
  same, pivot rotation is isolated from transform position. When other app
  try to interpret this they get confused and can’t really always translate
  
  
  
  
  
  --
  
  Joey Ponthieux
  
  LaRC Information Technology Enhanced Services (LITES)
  
  MYMIC Technical Services
  
  NASA Langley Research Center
  
  __
  
  Opinions stated here-in are strictly those of the author and do not
  
  represent the opinions of NASA or any other party.
  
  
  
  From: Morten Bartholdy [ mailto:x...@colorshopvfx.dk
  mailto:x...@colorshopvfx.dk ]
  Sent: Wednesday, April 08, 2015 11:29 AM
  To: Ponthieux, Joseph G. (LARC-E1A)[LITES]
  Subject: RE: Maya to Soft f*cks up pivot positions
  
  
  
  There you got me - it was animated by an offsite Maya artist so I don't
  know but will ask. I don't know enough Maya to check.
  
  MB
  
  
Den 8. april 2015 kl. 17:21 skrev Ponthieux, Joseph G.
  (LARC-E1A)[LITES]  j.ponthi...@nasa.gov mailto:j.ponthi...@nasa.gov :
  
   
   -- --
   
   Are your locator pivots at zero local to the pivot geometry? Or have you
   modified them in some way?
   
   
   
   --
   
   Joey Ponthieux
   
   LaRC Information Technology Enhanced Services (LITES)
   
   MYMIC Technical Services
   
   NASA Langley Research Center
   
   __
   
   Opinions stated here-in are strictly those of the author and do not
   
   represent the opinions of NASA or any other party.
   
   
   
   From: softimage-boun...@listproc.autodesk.com
   mailto:softimage-boun...@listproc.autodesk.com [
   mailto:softimage-boun...@listproc.autodesk.com
   mailto:softimage-boun...@listproc.autodesk.com ] On Behalf Of Morten
   Bartholdy
   Sent: Wednesday, April 08, 2015 11:08 AM

Re: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Eric Thivierge

Is this using Alembic?

Eric T.

On Wednesday, April 08, 2015 11:08:09 AM, Morten Bartholdy wrote:

I am moving a number of scenes animated in Maya to Soft for shading
and rendering, but am running into the old problem of hierarchial rig
having all pivots on child nodes moving to the center of the parent
locator/Null. I thought this behaviour was when using groups instead
of proper hierarchy in Maya, but now I see it with hierarchy too. Does
some smart Maya savvy person here perhaps know how to fix this one? I
have tried FBX and Collada with same dismal results.

The rig is really simple - just curves and locators - no fancy bones,
expressions or constraints.

Thanks.

Morten





RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Are your locator pivots at zero local to the pivot geometry? Or have you 
modified them in some way?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Wednesday, April 08, 2015 11:08 AM
To: softimage@listproc.autodesk.com
Subject: Maya to Soft f*cks up pivot positions


I am moving a number of scenes animated in Maya to Soft for shading and 
rendering, but am running into the old problem of hierarchial rig having all 
pivots on child nodes moving to the center of the parent locator/Null. I 
thought this behaviour was when using groups instead of proper hierarchy in 
Maya, but now I see it with hierarchy too. Does some smart Maya savvy person 
here perhaps know how to fix this one? I have tried FBX and Collada with same 
dismal results.



The rig is really simple - just curves and locators - no fancy bones, 
expressions or constraints.





Thanks.



Morten


Re: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Mario Reitbauer
Yea would say the same as Eric. Try using Alembic instead.

2015-04-08 17:17 GMT+02:00 Eric Thivierge ethivie...@hybride.com:

 Is this using Alembic?

 Eric T.


 On Wednesday, April 08, 2015 11:08:09 AM, Morten Bartholdy wrote:

 I am moving a number of scenes animated in Maya to Soft for shading
 and rendering, but am running into the old problem of hierarchial rig
 having all pivots on child nodes moving to the center of the parent
 locator/Null. I thought this behaviour was when using groups instead
 of proper hierarchy in Maya, but now I see it with hierarchy too. Does
 some smart Maya savvy person here perhaps know how to fix this one? I
 have tried FBX and Collada with same dismal results.

 The rig is really simple - just curves and locators - no fancy bones,
 expressions or constraints.

 Thanks.

 Morten





Maya to Soft f*cks up pivot positions

2015-04-08 Thread Morten Bartholdy
I am moving a number of scenes animated in Maya to Soft for shading and
rendering, but am running into the old problem of hierarchial rig having
all pivots on child nodes moving to the center of the parent locator/Null.
I thought this behaviour was when using groups instead of proper hierarchy
in Maya, but now I see it with hierarchy too. Does some smart Maya savvy
person here perhaps know how to fix this one? I have tried FBX and Collada
with same dismal results.

The rig is really simple - just curves and locators - no fancy bones,
expressions or constraints.


Thanks.

Morten

Re: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Mirko Jankovic
IM right now rendering BUNCH of scenes from Maya in SI, and alembic is your
friend!

On Wed, Apr 8, 2015 at 5:21 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

  Are your locator pivots at zero local to the pivot geometry? Or have you
 modified them in some way?



 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 MYMIC Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not

 represent the opinions of NASA or any other party.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Morten Bartholdy
 *Sent:* Wednesday, April 08, 2015 11:08 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Maya to Soft f*cks up pivot positions



 I am moving a number of scenes animated in Maya to Soft for shading and
 rendering, but am running into the old problem of hierarchial rig having
 all pivots on child nodes moving to the center of the parent locator/Null.
 I thought this behaviour was when using groups instead of proper hierarchy
 in Maya, but now I see it with hierarchy too. Does some smart Maya savvy
 person here perhaps know how to fix this one? I have tried FBX and Collada
 with same dismal results.



 The rig is really simple - just curves and locators - no fancy bones,
 expressions or constraints.





 Thanks.



 Morten



Re: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Eric Thivierge
Are you applying a cache to existing geometry in Softimage or are you 
pulling geometry and point / transform caches in?


Eric T.

On 4/8/2015 11:28 AM, Mirko Jankovic wrote:
IM right now rendering BUNCH of scenes from Maya in SI, and alembic is 
your friend!


On Wed, Apr 8, 2015 at 5:21 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov mailto:j.ponthi...@nasa.gov wrote:


Are your locator pivots at zero local to the pivot geometry? Or
have you modified them in some way?

--

Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES)

MYMIC Technical Services

NASA Langley Research Center

__

Opinions stated here-in are strictly those of the author and do not

represent the opinions of NASA or any other party.

*From:*softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*Morten Bartholdy
*Sent:* Wednesday, April 08, 2015 11:08 AM
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* Maya to Soft f*cks up pivot positions

I am moving a number of scenes animated in Maya to Soft for
shading and rendering, but am running into the old problem of
hierarchial rig having all pivots on child nodes moving to the
center of the parent locator/Null. I thought this behaviour was
when using groups instead of proper hierarchy in Maya, but now I
see it with hierarchy too. Does some smart Maya savvy person here
perhaps know how to fix this one? I have tried FBX and Collada
with same dismal results.

The rig is really simple - just curves and locators - no fancy
bones, expressions or constraints.

Thanks.

Morten






RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Morten Bartholdy
I am not familiar with Maya - an offsite Maya artist rigged and animated
this, but when I look in Maya and select a child node which is clearly
offset in space from its parent, only preselected SRT values are visible in
the panel on the right, and they say zero for x and y for instance when the
object is clearly elsewhere in global space. I guess this is some Maya
version of having zeroed values for initial positions and rotations, and it
might be the culpit. It makes sense for animation, but how do I get proper
global values over so the pivot stays where it need to be?

MB


Den 8. april 2015 kl. 17:21 skrev Ponthieux, Joseph G. (LARC-E1A)[LITES]
j.ponthi...@nasa.gov:

 
 Are your locator pivots at zero local to the pivot geometry? Or have you
 modified them in some way?
 
 
 
 --
 
 Joey Ponthieux
 
 LaRC Information Technology Enhanced Services (LITES)
 
 MYMIC Technical Services
 
 NASA Langley Research Center
 
 __
 
 Opinions stated here-in are strictly those of the author and do not
 
 represent the opinions of NASA or any other party.
 
 
 
 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten
 Bartholdy
 Sent: Wednesday, April 08, 2015 11:08 AM
 To: softimage@listproc.autodesk.com
 Subject: Maya to Soft f*cks up pivot positions
 
 
 
 I am moving a number of scenes animated in Maya to Soft for shading and
 rendering, but am running into the old problem of hierarchial rig having
 all pivots on child nodes moving to the center of the parent locator/Null.
 I thought this behaviour was when using groups instead of proper hierarchy
 in Maya, but now I see it with hierarchy too. Does some smart Maya savvy
 person here perhaps know how to fix this one? I have tried FBX and Collada
 with same dismal results.
 
 The rig is really simple - just curves and locators - no fancy bones,
 expressions or constraints.
 
 
 Thanks.
 
 Morten


Re: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Morten Bartholdy
Alembic does the same thing - all pivots at the parent pivot.

MB


Den 8. april 2015 kl. 17:20 skrev Mario Reitbauer
cont...@marioreitbauer.at:

 Yea would say the same as Eric. Try using Alembic instead.
 
 2015-04-08 17:17 GMT+02:00 Eric Thivierge  ethivie...@hybride.com
 mailto:ethivie...@hybride.com  :
  
  Eric T.
  
  
  On Wednesday, April 08, 2015 11:08:09 AM, Morten Bartholdy wrote:
   animated in Maya to Soft for shading
   and rendering, but am running into the old problem of hierarchial rig
   having all pivots on child nodes moving to the center of the parent
   locator/Null. I thought this behaviour was when using groups instead
   of proper hierarchy in Maya, but now I see it with hierarchy too. Does
   some smart Maya savvy person here perhaps know how to fix this one? I
   have tried FBX and Collada with same dismal results.
   
   The rig is really simple - just curves and locators - no fancy bones,
   expressions or constraints.
   
   Thanks.
   
   Morten