I don' know if you saw my rant about this on a Maya job I did last week but
all I can say is HELL YES we use the center a lot. I am not sure why you
even have to ask.


On Wed, Apr 2, 2014 at 5:50 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:

> I'm not sure I see how that would easily solve my problem without
> introducing other problems, risks, or complex workflow. I don't even see
> how it competes with Softimage's method.
>
> I have geometry that is sometimes generated in CAD or provided from other
> sources. The geometry, and its relative components often have to remain in
> their  relative positions. But I need to define custom articulations. I
> often have more freedom to cheat on the articulations than I do on the
> topology.
>
> If in Maya I select the aileron, rotate it till the pivot matches the
> rotation angle I want, then select all the points of the aileron and
> attempt to back rotate them until the geometry matches its previous
> position against the new rotation angle, can I do that? Yes, but with
> caveats:
>
> 1. If I select components and proceed to back rotate the geometry by using
> the Channnel editor, why do I lose the numerical channel editor transform
> entries. This would have been the intuitive approach because that's how we
> do this with object selection. But there is no congruency here. It would be
> my first anticipation on how it might be achieved.
>
> 2. Might it be possible to eyeball the back rotation with just the
> manipulator? Yes, but what does that do to the accuracy of my geometry
> position? I might possibly be less concerned for the accuracy in the
> rotation angle than in the placement of the geometry. Either way one or the
> other must sacrificed. In this scenario Maya forces me to sacrifice
> geometry position. What if I don't want to sacrifice that?
>
> 3. What if I am rotating this on more than one axis? Can I use the Channel
> Editor's CV list to accomplish this? How do I know what vertex coordinates
> to enter here? Can I use it at all? Strike three in anticipating a
> potential method.
>
> 4. polyMoveVertex .  So yes there is a way to do this in Maya. Assuming I
> have an object under another in a hierarchy I:
>
>         a. select the child object that I want change its pivot angle
>
>         b. rotate the object -30 degrees in Z
>
>         c. select component type
> *in the event you were in component type already and selected the object
> from the outliner, component type is still active but object is selected,
> you then have to select object type and reselect component type just to get
> back to component selection or make a new component selection.
>
>         d. select all components on the  object
>
>         e. go to polygon module (if you're not there already)
>
>         f. go to Edit mesh -> Transform Component  (I now get a
> polyMoveVertex  operator in my Input stack).
>
>         g. enter a positive 30 degrees in Z, geometry is now back rotated
>
>         h. return to object type
>
>         i. hit Edit -> Delete by Type -> History ( Assuming I have
> construction history on.  Further why can't I                just
> right-click delete history on this operator?)
>
>
> Yet how simple are any of these approaches compared to:
>
>         Select the Object, Select Center, enter -30 at the Rotate
> transform?
>
> Yes in Maya I can do this, but is it easy? Is it risky if I tried to do it
> using solely a manipulator? Is it intuitive? Why must I use a
> polyMoveVertex operator to do this? Why can't I just switch to Component
> Type and maintain use of the Channel editor's Transform entries? How much
> planning is required?
>
> Is there another way in Maya to do this? I don't recall, I got used to
> making null rigs.
>
> In Maya its easier, more forgiving, and simpler to just go the null rig
> route. I think its potentially appropriate to argue that it might also be
> good form. It introduces far less risk or possibility of mis-selecting
> vertices, putting the vertices in the wrong place, damage to geometry. But
> it's not more intuitive than Center.
>
> Yes the null rig method can also be done in Softimage as an alternative
> method to using Center. Softimage also supports the vertex back-rotation
> through a Cluster.
>
> This is not an issue of whether Maya provides us the ability to do these
> things. It does. And very reliably. The question is whether it provides
> these abilities in an intuitive and user friendly manner. It's a matter of
> human factors.
>
> But to be fair, Softimage had its own issues with this problem. Just far
> fewer than Maya.
>
> --
> 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: softimage-boun...@listproc.autodesk.com [mailto:softimage-
> > boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
> > Sent: Wednesday, April 02, 2014 11:26 AM
> > To: softimage@listproc.autodesk.com
> > Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5)
> >
> > On Wed, Apr 2, 2014 at 8:30 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
> > <j.ponthi...@nasa.gov> wrote:
> > > Maya:   I have to create a  set of multiple nulls with custom
> rotations to
> > > set up the angle of rotation properly for the surface. If I want to
> > > rotate the surface I have to dig through all these nulls to get to the
> > > right one, select and rotate it just to rotate the surface.
> >
> > Is that always true in your scenarios?  Moving center in Softimage is
> like
> > moving all the points of the geometry. (What brent calls "transforming
> the
> > geometry") Knowing that it does that, wouldn't the simplest work-around
> for
> > your specific scenario in Maya be to select all points and move/rotate
> them.
>
>


-- 
www.johnrichardsanchez.com

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