Yes, make a new null for every position/pivot offset you need. Leave the actual
pivots alone.
Null_Position
Null_position_offset
Null_Rotate
Null_whatever
Null_geometry
Animate null position directly to the curve. As long as all pivots are
unaffected or unchanged everything remains 1:1
--
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 11:44 AM
To: [email protected]
Subject: RE: Maya to Soft f*cks up pivot positions
I think I understand what you are saying, but I am not sure I get the cascade
thing. Do you mean rebuild the hierarchy "properly"?
MB
Den 8. april 2015 kl. 17:37 skrev "Ponthieux, Joseph G. (LARC-E1A)[LITES]"
<[email protected]<mailto:[email protected]>>:
--> -->
Maya pivots are not like Soft Centres. They don’t equate and aren’t really the
same thing.
In Maya when you alter pivot “position” is seems much like a hack. The pivot
can be moved but it still says that it is zero local to the geometry.
Regerdless where you put the pivot, its always zero to the geometry. Soft is
reading it right.
Yeah I know, you can move the pivot and all that but’s not a 1:1 relationship
to position like Soft is. That’s why its always a really bad idea to move the
pivot in Maya. Best way to set of the same thing in Maya is cascade nulls or
locators. Things will always be relative meaning pivots will always reflect
exactly where the object is.
--
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: Morten Bartholdy [mailto:[email protected]]
Sent: Wednesday, April 08, 2015 11:29 AM
To: Ponthieux, Joseph G. (LARC-E1A)[LITES]
Subject: RE: Maya to Soft f*cks up pivot positions
There you got me - it was animated by an offsite Maya artist so I don't know
but will ask. I don't know enough Maya to check.
MB
Den 8. april 2015 kl. 17:21 skrev "Ponthieux, Joseph G. (LARC-E1A)[LITES]" <
[email protected]<mailto:[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]>
[ mailto:[email protected] ] On Behalf Of Morten
Bartholdy
Sent: Wednesday, April 08, 2015 11:08 AM
To: [email protected]<mailto:[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