If you are working with a lot of previz assets, this allows you to move
things from there center without having to set their pivot.


On 2 April 2014 23:33, John Richard Sanchez <youngupstar...@gmail.com>wrote:

> 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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