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



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