Thanks Morten, i have come to try that method, but it doesn't always work, (often some uv's seem to weld each other into stringy messes, even when using extremely low thresholds).
i Was more interested in knowing if this is a common occurrence ? if so it seems like a pretty glaring flaw in .FBX often i just bring an obj along and then transfer the uv's from that onto the required mesh. On 25 October 2013 16:20, Morten Bartholdy <[email protected]> wrote: > ** > > So Maya it is... sigh. > > > > Thanks Tim :) > > > > > > Morten > > > > > Den 25. oktober 2013 kl. 15:38 skrev Tim Leydecker <[email protected]>: > > > In that case you may want to go up higher in the hierarchy to > parentconstraint your locator > > to something because a lower node´s (like the propeller geometry) center > doesn´t align with > > the rotation axis. > > > > One way to try would be to take the Propeller geo, drag it out of the > hierarchy, do a "Center Pivot", > > gridsnap the Propeller geo to the Origin (0/0/0), then Freeze all > Transformations. > > > > If you then Parent Constraint your Propeller back into the hierarchy, it > should rotate properly, > > unless the geometry is not symetrically built or the offset is higher in > the hierarchy. > > > > Maybe you´d really be better off not plotting the propeller geo but the > a Null you can verify is > > in the correct axis/aligned? > > > > Cheers, > > > > tim > > > > > > > > On 25.10.2013 15:11, Morten Bartholdy wrote: > > > I am not so sure there is a problem with the rotations themselves. I > am aware of the continuous rotation issue, but the basic problem is that > the parent locator gets moved to a > > > position away from the central axis, thus when transforms are baked, > the position is oscillating relative to the rotating locators parent (the > plane) which moves the whole thing > > > along. Since the rotating locator is moving around, the rotation > fcurves become funky in order to compensate for the changing position of > the rotational axis. > > > > > > > > > best > > > > > > Morten > > > > > > > > > > > > Den 25. oktober 2013 kl. 14:48 skrev Tim Leydecker <[email protected]>: > > > > > > > > Try the 1), plot that new Locator´s SRT, delete the Parent > Constraint and drag the Locator > > > > out of the hierachy. Check animation, should be in correct place > (in Maya). > > > > > > > > Now if you look into the fcurve editor and have the sinus like > motion, it´s simply > > > > Maya´s bake keys approach, then you can look for the "make rotation > continous" command > > > > in the fCurve editor and see if that gives you better rotation keys > on your Locator > > > > while still in the correct position. > > > > > > > > The trick in the above is eliminating the hierarchy and ending up > having baked the Locator > > > > into the worldspace coordinate system for sanity reasons PLUS > making sure you´re not > > > > bitten by bogus euler rotations. > > > > > > > > Cheers, > > > > > > > > tim > > > > > > > > On 25.10.2013 14:40, Morten Bartholdy wrote: > > > > > Thanks for the elaborate reply, Tim! I was sort of hoping it was > something simple like freezing or not freezing transforms before > baking/plotting. Our Maya artists say the > > > > > hierarchies are sound, ie. propeller parented to locator which > rotates around center axis line. How this can be f*cked up upon baking > and/or export is beyond me. > > > > > > > > > > Maybe its time to open Maya and learn a bit. > > > > > > > > > > Morten > > > > > > > > > > > > > > > Den 25. oktober 2013 kl. 14:32 skrev Tim Leydecker < > [email protected]>: > > > > > > > > > > > There´s at least two or three things you could try: > > > > > > > > > > > > 1) Parent Constraint Locator (a Null, in Maya language) to the > lowest child in hierarchy, plot/bake > > > > > > the Locator and export that. In XSI use imported Locator to > drive your Propeller. > > > > > > > > > > > > 2) In Maya, check your hierarchy for Euler Rotation problems, > the *sinus like* movement sounds like > > > > > > you had an expression or script drive the rotation of your > Propeller. If you plot that, you can look > > > > > > for a command called "Make Rotation continious" or something > like that, somewhere in the fCurve editor. > > > > > > What it´ll do is obvious, try to create a linear (additive) > rotation instead of flipping across all the > > > > > > rotation axises (sp?). > > > > > > > > > > > > 3) There is a chance you can have point 2) automagically > solved in the *.fbx export options but those > > > > > > change constantly and are heavily dependend on what preset you > use, can´t help much there. I would > > > > > > try plotting/baking on export. > > > > > > > > > > > > In general, it seems you may be happier if you´d add a frame 0 > = no animation/no SRTs guideline to your exports, > > > > > > sort of like the option to go back to "a bindpose" for easier > matching/adding/swapping elements. > > > > > > There´s sure more elaborate ways to do stuff like that but > sometimes the above is good enough to align things... > > > > > > > > > > > > Cheers, > > > > > > > > > > > > tim > > > > > > > > > > > > > > > > > > > > > > > > On 25.10.2013 13:14, Morten Bartholdy wrote: > > > > > > > Hi all > > > > > > > > > > > > > > When our Maya artists here export scenes (FBX) and I import > them in Softimage pivots and group/hierarchy locators/nulls are always > offset some arbitrary amount, things > > > seem to > > > > > move > > > > > > > correctly, plotted pr. frame. Problem is like in my current > project, the axis of rotation on the propeller of a plane is offset, so > after baking the transforms, the > > > childnodes - > > > > > > > propellerblades rotate correctly, but upon inspection, the > axis (parent null) is in fact moving sinus like around the centerline to > compensate for wrong rotations. The > > > problem is > > > > > > > very real when rendering with motionblur, which gets all > wacky because the hierarchy is in fact moving around when rotating. > > > > > > > > > > > > > > > > > > > > > I am guessing it is a simple thing to fix when baking and > exporting from Maya, but our Maya artists have no clue, and I don't know > Maya well enough to figure it out. > > > > > > > > > > > > > > I am sure many of you move stuff back and forth between the > two apps, so someone may know which switch to throw in Maya, to keep > pivot/centres and group locators in the > > > right > > > > > > > position. Any help will be much appreciated :) > > > > > > > > > > > > > > Morten Bartholdy > > > > > > > >

