I do concur on the sheer insanity bit - total madness. When I think of the countless hours I have wasted on this gem trying to fix pivots so I could get proper subframe positions/rotations for various purposes my mind goes numb. You would think that Maya would reinterpret the numbers for export to more sane packages....
I will relay your advice to our Maya artist who will have to fix this one - it is way beyond me. Thanks for the indepth explanation - this has really bugged me on many occasions. Morten Den 8. april 2015 kl. 18:02 skrev "Ponthieux, Joseph G. (LARC-E1A)[LITES]" <[email protected]>: > > 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] > > <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 > > > > > > > > >

