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

