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.
>

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