One thing would be to make sure the rigger doesn't change the pivots
from the data that he gets from you. Either that or you need to update
the assets that you're applying the cache on, to match.
Eric T.
On 4/8/2015 12:02 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:
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