Re: Maya Match Transforms
| Date : Tue, 25 Dec 2007 02:24:21 -0800 |
| To : XSI(at)Softimage.COM |
| From : "Thiago Costa" <thiagocosta3d(at)gmail.com> |
| Subject : Re: Maya Match Transforms |
Bernard LebelWow, Maya requires a script to match transforms..... amazing.
this is because you didnt see how is to subdivide things in there...
Eric, you'll miss + and - shortcuts... and selection methods... and..
ah forget it, you have nCloth... who need anything else? 3d life is just about simulation isn't? :)
On 24/12/2007, Alan Fregtman <alan.fregtman(at)gmail.com> wrote:
Not only that! It also requires scripts to do mundane tasks such as:
- reload all textures in the scene.
- have symmetrical [blend]shapes
- select a loop of faces
And did you know their renderpass manager supports a single (ONE)
material override per pass? It's absurd.
Yet... two clicks gets you an awesome-looking hiperrealistic interactive ocean.
I can picture their developers in my head as if they had a disjointed
team, half math geniuses and half normal programmers. I suspect
conversations might sometimes go something like this:
-- "Hey, check this out... I just wrote an addon that SIMULATES LIFE."
"Bob, shouldn't we worry about improving our workflow for modeling,
implementing much-needed features and making our interface more
responsive and usable?"
-- "LIFE SIMULATION, Steven! Do you hear me?! LIFE!"
"But Bob! We hav-"
-- "Weeeeeeeeeeeeeeeee!!"
"That's it! On 2008, we're having sliding loops."
-- "Mmm.. okay. Didn't you say like... featureS.. plural, you know.."
"....and poly smoothing!"
-- "Is that worth a new version?"
"Sure."
=P
On Dec 24, 2007 7:42 AM, Bernard Lebel <3dbernard(at)gmail.com > wrote:
> Wow, Maya requires a script to match transforms..... amazing.
>
>
>
>
>
> On Dec 24, 2007 3:46 AM, Julien Stiegler <julien.stiegler(at)free.fr > wrote:
> > here are several methods i use
> >
> >
> > global proc JS_Snap_Selection ()
> > {
> > string $sel[] =`ls -sl`;
> > string $sel0 = $sel[0];
> > string $sel1 = $sel[1];
> > JS_Snap ($sel0, $sel1);
> > }
> >
> > global proc JS_Snap(string $a,string $b)
> > {
> > // constrain
> > eval ("orientConstraint -w 1 -n OrienterX "+ $a +" "+ $b );
> > eval ("pointConstraint -w 1 -n PointerX "+ $a +" "+ $b );
> > refresh;
> > // delete constraints
> > eval ("delete OrienterX");
> > eval ("delete PointerX");
> > refresh;
> > }
> >
> >
> > global proc JS_MatchRotation(string $source, string $destination )
> > {
> > float $rot[]= `xform -q -ws -rotation $destination`;
> > rotate -a -ws $rot[0] $rot[1] $rot[2] $source;
> > }
> >
> > global proc JS_MatchPosition(string $source, string $destination )
> > {
> > float $pos[] = `xform -q -ws -rp $destination`;
> > move -absolute $pos[0] $pos[1] $pos[2] $source ;
> >
> > }
> >
> >
> > Tim Leydecker wrote:
> >
> > > Depending on your desired result, there´s also
> > > the Modify>Snap Align Objects menu.
> > >
> > > You could also try expressions, starting in the most
> > > simple form of :
> > >
> > > pCube1.translateX = pCube2.translateX;
> > >
> > >
> > >
> > > created by rightclicking in the channelbox on the
> > >
> > > translate x channel and picking _expression_ from
> > >
> > > the dropdown menue.
> > >
> > >
> > >
> > > I´m guessing you try to bake/simulate some transforms,
> > >
> > > afaik there aren´t too many more options to put a null
> > >
> > > at a specific point in the hierarchy of a transformchain
> > >
> > > (parent/grouping it) after creating, then deleting those
> > >
> > > constraints.
> > >
> > > You might still have luck creating a simple MEL script
> > >
> > > by copy&paste of what the scripteditor spits out when
> > >
> > > you perform those operations. Drag that code, or your
> > >
> > > modified version from the scripteditor to the shelf to
> > >
> > > have some ease with the pain (and save all shelfes...)
> > >
> > >
> > >
> > > Cheers
> > >
> > >
> > >
> > > tim
> > >
> > >
> > >
> > > ----- Original Message -----
> > > From: "Eric Thivierge" < eric(at)xsidatabase.com>
> > > To: <XSI(at)Softimage.COM>
> > > Sent: Monday, December 24, 2007 5:25 AM
> > > Subject: OT: Maya Match Transforms
> > >
> > >
> > >> Hey,
> > >>
> > >> Having to work in Maya on my current project and am very frustrated.
> > >> Anyone know if there is a way to match transforms in Maya other than
> > >> manually creating point / orient constraints then deleting them? It's
> > >> getting tedious having to do this each time.
> > >>
> > >> If this feature isn't in the actual software package it's going on
> > >> the list of reasons I hate the software.
> > >>
> > >> --
> > >> Thanks,
> > >>
> > >> Eric Thivierge, XSI Database Admin
> > >> www.xsidatabase.com
> > >> eric(at)xsidatabase.com
> > >> Forum Username: EricTRocks
> > >> ---
> > >> Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in
> > >> body:
> > >> unsubscribe xsi
> > >
> > >
> > >
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> > >
> >
> >
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- From: Eric Thivierge <eric(at)xsidatabase.com>
- Re: Maya Match Transforms
- From: "Tim Leydecker" <BauerOink(at)gmx.de>
- Re: Maya Match Transforms
- From: Julien Stiegler <julien.stiegler(at)free.fr>
- Re: Maya Match Transforms
- From: "Bernard Lebel" <3dbernard(at)gmail.com>
- Re: Maya Match Transforms
- From: "Alan Fregtman" <alan.fregtman(at)gmail.com>
- OT: Maya Match Transforms
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