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
> > 
> > 
> > 
> 
> 
> 

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