Right - I guess I will have to bug our Maya artist for this one.

Thanks Joey.


MB




Den 8. april 2015 kl. 17:47 skrev "Ponthieux, Joseph G. (LARC-E1A)[LITES]"
<[email protected]>:

> 
> 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]
> > <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]
> > > <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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