Actually SI got it right.. maya messed up ton of things but pushed them as a norm ;)
On Wed, Nov 4, 2015 at 4:28 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] < [email protected]> wrote: > Byron, > > > > You’re interpreting this correctly. I’m guessing that you’ve moved the > pivot for a particular rotation behavior now you want that pivot to zero to > another object. But when you zero object translation its not moving the > pivot (and object) to align the pivot to its parent. This is normal. Maya > pivots do not have a 1:1 relationship to the way Softimage works. > > > > Pivots in Maya are typically used for scale and rotation adjustment. > Unlike Soft which also includes position. However, it’s just easier to > “ignore” the pivot altogether and create a hierarchy from nulls. Use this > hierarchy to manage your articulations and respective locations. For > example: > > > > Make a new null for every position/pivot offset you need. Leave the actual > pivots alone. Rely on them to insure zero relativity. > > Null_Position > > Null_position_offset > > Null_Rotate > > Null_whatever > > > Null_geometry > > > > > > Reposition the relevant nulls to accomplish the articulations that you > require. Place the geometry at the end of the cascade. If you need to make > adjustment in the middle, remove everything after the node you want to > adjust, change its translation, and then put the rest of the hierarchy back > under that node. Unparent becomes your friend. Working from a null > hierarchy like this gives you more control, but is more time consuming and > structure intensive. It is also more reliable upon export. But you will > find it easier to work with. > > > > Softimage spoiled us. > > > > -- > > Joey Ponthieux > > LaRC Information Technology Enhanced Services (LITES II) > > Science Systems and Applications Inc. (SSAI) > > 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 *Byron Nash > *Sent:* Wednesday, November 04, 2015 9:34 AM > *To:* [email protected] > *Subject:* Please explain Maya pivot points to a Softimage thinker > > > > I'm trying to get some objects zero-ed out in Maya but keep running into > what I assume is a paradigm difference between how Maya and Soft handle > center points and transforms. In Soft, I can move the center/pivot and it > will change the transform values. So, I can reset the center to be in the > middle of the geometry and then zero the position to get the object to snap > back to the world center or parent center. In Maya, moving the pivot does > not seem to change the transform of the object when you move the pivot. So > I can't then zero the values and get the objects to return to zero. > Sometimes, the object and it's center are clearly NOT at zero but that's > what the values say. There are some Local Space/World space values in the > attribute editor, but I can't figure out how to get things reset properly. > > > > Any help from a Softimage perspective is appreciated. >

