This kind of problem also occurs in SI. If the parent has a rotation the 
children objects gimbal axis can get really messed up. I'm having this problem 
myself in Softimage now with a character skeleton that who knows why has her 
hip bone rotated (client's data) and doesn't have a rig, so some of the skirt 
bones Im adding are impossible to animate.
I can workaround with controllers and constraints though and I only need to do 
some test animations so no big deal. A Neutral Pose could work too but I can't 
modify the bones.
In Maya you could do the same, although only joints have a Neutral Pose kind of 
thing, extra controllers and constraints should work.

Martin
Sent from my iPhone

> On Sep 12, 2017, at 0:01, Morten Bartholdy <[email protected]> wrote:
> 
> Thanks guys - there is plenty to investigate here :)
> 
> //MB
> 
> 
> 
>> Den 11. september 2017 klokken 16:50 skrev "Ponthieux, Joseph G. 
>> (LARC-E1A)[LITES II]" <[email protected]>:
>> 
>> 
>> Here is another example which is probably closer to what you really want. 
>> I'm making that assumption of course with no knowledge of your scene. (BTW, 
>> ignore the cone2 and pipe2, they are left behind as a result of my editing 
>> the MEL. 
>> 
>> There are some details in the original MEL which are left out or cryptic. 
>> This is an attempt to explain that.
>> 
>> What you can't easily see in the MEL that I am doing at several steps, is 
>> that when the Pipe and Cone are resting as children to locator2 I am 
>> executing Freeze Transformations then Reset Transformations on both the Pipe 
>> and Cone  after all repositioning is final. This effectively zeroes them out 
>> in relation to their parent. This works if everything is aligned properly in 
>> original construction. 
>> 
>> The MEL command below that represents that freezing action on the transforms 
>> is "makeIdentity". I use Freeze then Reset because Freeze zeroes out the 
>> pivots, Reset zeroes out the transforms sending the transform "center" back 
>> to "world zero". The actual MEL commands are :
>> 
>> FreezeTransformations;
>> ResetTransformations;
>> 
>> They are normally executed from Modify. They can be seen in MEL if you set 
>> the script editor to Echo All Commands. It may not look like Reset is doing 
>> anything if you have not moved the object away from world center. Reset's 
>> action will only be evident if you move the object to something of non-zero 
>> translation. Generally its just habit after 20 years, I always execute 
>> Freeze then Reset as a default part of the process. If the object wasn't 
>> moved, it wont hurt it.
>> 
>> 
>> A synopsis of the process is as follows:
>> 
>> Create, rotate and move the pipe. Preferably at world center and its length 
>> aligned with z axis. 
>> Create, rotate, and move the  cone (analog for a bullet I guess). Also at 
>> world center and also aligned with z axis for z translation in relation to 
>> the pipe.
>> Parent both under a locator. Also at World center. Do not move or change its 
>> position or orientation.
>> Execute Freeze/Reset on both Pipe and Cone.
>> Move & rotate the locator at will. Cone should follow the pipe and be 
>> keyable as translation only in the z axis to follow the pipe.
>> 
>> 
>> Here is the MEL to demonstrate.
>> 
>> 
>> 
>> file -f -new;
>> CreatePolygonCone;
>> polyCone -r 1 -h 2 -sx 20 -sy 1 -sz 0 -ax 0 1 0 -rcp 0 -cuv 3 -ch 1; 
>> setAttr "pCone1.rotateX" -90;
>> CreatePolygonPipe;
>> polyPipe -r 1 -h 2 -t 0.5 -sa 20 -sh 1 -sc 0 -ax 0 1 0 -cuv 1 -rcp 0 -ch 1;
>> setAttr "pPipe1.rotateX" -90;
>> select -cl  ;
>> spaceLocator -p 0 0 0;
>> spaceLocator -p 0 0 0; 
>> select -r locator1 ;
>> selectKey -clear ;
>> select -r locator2 ;
>> selectKey -clear ;
>> parent locator2 locator1 ;
>> parent pPipe1 locator2 ; 
>> select -r pCone1 ;
>> selectKey -clear ;
>> parent pCone1 locator2 ; 
>> select -r locator2 ;
>> selectKey -clear ;
>> select -r pPipe1 ;
>> selectKey -clear ;
>> makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -pn 1;
>> select -r pCone1 ;
>> selectKey -clear ;
>> makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -pn 1;
>> select -r pPipe1 ;
>> selectKey -clear ;
>> setAttr "pPipe1.scaleZ" 10;
>> select -addFirst polyPipe1 ;
>> setAttr "polyPipe1.thickness" .1;
>> makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -pn 1;
>> select -r locator1 ;
>> selectKey -clear ;
>> rotate -r -os -fo 32.234531 0 0 ;
>> rotate -r -os -fo 0 33.615086 0 ;
>> select -r pCone1 ;
>> selectKey -clear ;
>> if( `getAttr -k "pCone1.tz"`||`getAttr -channelBox "pCone1.tz"` )setKeyframe 
>> "pCone1.tz";
>> currentTime 30 ;
>> move -r -ls -wd 0 0 -37.704086 ;
>> if( `getAttr -k "pCone1.tz"`||`getAttr -channelBox "pCone1.tz"` )setKeyframe 
>> "pCone1.tz";
>> 
>> 
>> 
>> 
>> Joey
>> 
>> 
>> 
>> 
>> 
>> 
>> -----Original Message-----
>> From: [email protected] 
>> [mailto:[email protected]] On Behalf Of Ponthieux, 
>> Joseph G. (LARC-E1A)[LITES II]
>> Sent: Monday, September 11, 2017 9:52 AM
>> To: [email protected]
>> Subject: RE: Maya - what were they thinking 2 - transforms
>> 
>> More than likely this has something to do with the way your hierarchy is 
>> organized. There is no reason why you can't do this. The key to making this 
>> work is that the gun cannot have had its pivot or transforms modified in 
>> relation to the child. The object as child to the gun must be zero-centric 
>> to it. In other words, the gun must be the "world" coordinates for the gun. 
>> Does that make sense?
>> 
>> Run the MEL commands below in your script editor in an empty scene. See 
>> specifically the angle of locator2 and the keyframed z translation of 
>> pCone1. Move locator1 around at will, and you can change the orientation of 
>> locator2 if you desire, but the cone's motion is always maintained on Z axis 
>> relative everything it is parented to. And it is only animated explicitly on 
>> Z. See the Graph editor for pCone1. Is this similar to what you are trying 
>> to accomplish?
>> 
>> 
>> 
>> 
>> file -f -new;
>> spaceLocator -p 0 0 0;
>> updateRenderOverride;
>> spaceLocator -p 0 0 0;
>> CreatePolygonCone;
>> polyCone -r 1 -h 2 -sx 20 -sy 1 -sz 0 -ax 0 1 0 -rcp 0 -cuv 3 -ch 1; parent 
>> pCone1 locator2 ; select -r locator2 ; selectKey -clear ; parent locator2 
>> locator1 ; select -r locator2 ; selectKey -clear ; rotate -r -os -fo 
>> 9.453111 0 0 ; setAttr "locator2.rotateX" 45; select -r pCone1 ; selectKey 
>> -clear ; if( `getAttr -k "pCone1.tz"`||`getAttr -channelBox "pCone1.tz"` 
>> )setKeyframe "pCone1.tz"; currentTime 30 ; move -r -ls -wd 0 0 -8.127347 ; 
>> if( `getAttr -k "pCone1.tz"`||`getAttr -channelBox "pCone1.tz"` )setKeyframe 
>> "pCone1.tz"; currentTime 22 ; selectKey -clear ; currentTime 15 ; select -r 
>> locator2 ; selectKey -clear ; select -r locator2 pCone1 ; selectKey -clear ; 
>> select -r pCone1 ; selectKey -clear ;
>> 
>> 
>> 
>> 
>> 
>> Joey Ponthieux
>> __________________________________________________
>> Opinions stated here-in are strictly those of the author and do not 
>> represent the opinions of NASA or any other party.
>> 
>> 
>> 
>> 
>> 
>> 
>> -----Original Message-----
>> From: [email protected] 
>> [mailto:[email protected]] On Behalf Of Morten 
>> Bartholdy
>> Sent: Monday, September 11, 2017 6:17 AM
>> To: Userlist, Softimage <[email protected]>
>> Subject: Maya - what were they thinking 2 - transforms
>> 
>> So I understand (to some degree) that there are fundamental differences 
>> between the  way transformations are handled in Maya vs Soft, but I just ran 
>> into something which on the surface looks simple, but is quite mindboggling. 
>> Hopefully it is just a case of Mayas way of hiding useful stuff in some 
>> obscure submenu or relationship editor, but here goes:
>> 
>> I am doing some very simple keyframe animation in Maya (one of the few 
>> things that does not drive me entirely crazy) and am animating a thingy 
>> which is parented to a gun which is pointed in a particular direction. I 
>> just want it to fly of on its local z-axis so I select it, set Transform 
>> Tool Settings, Axis Orientation to Object, key frame translate out along 
>> z-axis and keyframe. Now I want to edit the function curves to make sure it 
>> accelerates as desired, open the graph editor and see graph representation 
>> of its motion is in world space, ie. it is not only animated on the z-axis, 
>> but also on x and Y. Obviously editing these curves  manually will easily 
>> lead to having the object not flying in a straight line...
>> 
>> In this case I could draw a curve to use as motion path, but is is more 
>> cumbersome (like so many things in Maya) and for many reasons I would really 
>> prefer to be able to switch between World space and Object space in the 
>> Graph Editor. Our resident Maya artist has looked for similar functionality 
>> many times through different Maya versions, so far without luck, so she can 
>> not offer relief from this specific lack of brainpower on the part of the 
>> Maya devs.
>> 
>> Can Maya knowledgeable people here confirm this fundamental lack of 
>> functionality or perhaps tell where I find it, or barring that, offer advice 
>> regarding how to achieve something similar?
>> 
>> Thanks (sigh)
>> 
>> Morten
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