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
> > >  > >  > >
>

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