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