Yeah, unfortunately you have to build your initial rig to insure that all rotate or scale pivots remain 1:1. You can use minimal null hierarchy to accomplish this. The idea is that if you leave Maya, it has to be prepped in a way that prevents the “Maya paradigm” from clubbing it. You learn very quickly to complete toss the “Maya pivot” concept because few other apps work this way. Maya pivots work fine and it’s safe to alter pivots if you remain in Maya, but you have to accept this Maya “reality”. People who have only ever worked in Maya are insulated. They figure out the path of least resistance if they use pivots and understand it the Maya way. But for just about everyone else, it’s sheer insanity. Cascade the nulls (empty groups) and you have full unfettered control and it’s never a problem physically or conceptually. Incidentally there are other reasons to do this, in particular Maya rotation order which can be changed. Its an older TAV concept that continued on to Maya. While it’s possible to understand this if you do it all the time, mentally switching back and forth between different apps and then trying to decipher Maya pivots isn’t worth the wasted brain cells.
-- 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 11:51 AM To: [email protected] Subject: RE: Maya to Soft f*cks up pivot positions I get the idea, thanks. So to fix this I will have to build a new rig where locators are translated and then parented!? Is there no way to get proper world positions for pivots that are moved the way you described? MB Den 8. april 2015 kl. 17:45 skrev "Ponthieux, Joseph G. (LARC-E1A)[LITES]" <[email protected]<mailto:[email protected]>>: --> --> To ty to explain better Create a new scene in Maya Create a locator Make sure it is selected Hit the W key (for transform) Hit the Insert key (you are now editing the pivot) Move the pivot around Note that the object XYZ position is still the same in the channel box even after you moved the pivot. This is how Maya works. Position remains the same, pivot rotation is isolated from transform position. When other app try to interpret this they get confused and can’t really always translate -- 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

