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



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