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



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