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pivot points all out of whack

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mYthprod
pivot points all out of whack
on Feb 20, 2006 at 4:41:15 pm

This is driving me crazy. I've built a robotic arm and began animating it on Friday. When I came back in today, all of the joints were mis-aligned, just about every one of them. I had to manually go back in and tweak all of their positions so they lined up again, I'm probably not nearly as accurate as I was when I modeled them. Anyone ever run into this before?

Also, there's now a line on my manipulator connecting the Y-axis with the Z-axis. It looks squarish like it's a primitive plane attached to the manipulator as reference (I guess).

ARGH!

Maya 7 on Win2k.



- mYthprod
(John David Hutton)

* Build Your Own VelocityQ. See how * :
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cow
mYthprod
Re: pivot points all out of whack
on Feb 20, 2006 at 11:24:24 pm

I'm hoping I froze my transformations for some of the parent nodes and knocked the children all out of whack. Keeping fingers crossed. :-)



- mYthprod
(John David Hutton)

* Build Your Own VelocityQ. See how * :
http://www.customflix.com/Store/ShowTtl.jsp?id=205835


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Sean Fennell
Re: pivot points all out of whack
on Feb 21, 2006 at 7:18:57 pm

If you have anything bound or any transforms on the children locked, and you froze transforms on the parents that would definitely throw the children out of whack because they cannot adjust their positions relative to the parents to keep position. They also cannot freeze since they're locked. Previous versions of maya would not even freeze transforms if items in the hierarchy were locked, I think maya 7 might try to get around that issue where possible.


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