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]"
<[email protected]>:

> 
> 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: [email protected]
> [mailto:[email protected]] On Behalf Of Morten
> Bartholdy
> Sent: Wednesday, April 08, 2015 11:08 AM
> To: [email protected]
> 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

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