RE: Maya Match Transforms

Date : Thu, 27 Dec 2007 11:21:59 +0100
To : <xsi(at)Softimage.COM>
From : Harry Bardak <hb_xsimailinglist(at)hotmail.com>
Subject : RE: Maya Match Transforms
Just to a parent constrain and remove the constrain after. 
Last time I checked Xsi's match transform were script that apply a constrain and remove it.....
It's 2 lines script that you can affect on any key.

So stop bitching and go back to work ;) 




Harry Bardak TD / Compositor. Http://perso.wanadoo.fr/harry.bardak/ +33 6 76 63 35 54+44 781 661 4147

----------------------------------------
> Date: Tue, 25 Dec 2007 13:15:35 -0500
> From: eric(at)xsidatabase.com
> To: XSI(at)Softimage.COM
> Subject: Re: Maya Match Transforms
> 
> Interesting. I did try to RTFM. Have you seen the Maya docs????  They 
> are horrible! I'll never complain about the XSI ones ever again. Thanks 
> for the tip though. But damn, Function keys for this? Now I know I'm 
> getting lazy here but a regular key command would be nice as a default 
> key map is concerned. I know I can remap the keys but hell, then I lose 
> other functionality. Either way, thanks for letting me know about that.
> 
> Thanks,
> 
> Eric Thivierge, XSI Database Admin
> www.xsidatabase.com
> eric(at)xsidatabase.com
> Forum Username: EricTRocks
> 
> 
> Tim Leydecker wrote:
>> Try F9, to go back into object mode, F8.
>>
>> hate to say it but rtfm. In a nutshell, it´s worth
>> at least trying out what F1>F12 does...
>>
>> Cheers
>>
>> tim
>>
>> ----- Original Message ----- From: "Eric Thivierge" 
>> 
>> To: 
>> Sent: Tuesday, December 25, 2007 4:11 PM
>> Subject: Re: Maya Match Transforms
>>
>>
>>> Oh I'm well aware of all of Maya's short comings. I've been using 
>>> Maya for the past 4 months and it's been quite frustrating. One thing 
>>> that really bugs me is the Hotbox and Power Animator menus. I can't 
>>> just go into point editing mode with an easy keyboard command. I 
>>> don't understand how anyone models anything in Maya. Sure there is 
>>> NCloth and it's nice and all, but just like Syflex you have to screw 
>>> around with settings a ton to get things to look right. I don't have 
>>> time for that stuff. All in all using Maya has made me become more 
>>> appreciative of the XSI work flow.
>>>
>>> Happy Holidays.
>>>
>>> Thanks,
>>>
>>> Eric Thivierge, XSI Database Admin
>>> www.xsidatabase.com
>>> eric(at)xsidatabase.com
>>> Forum Username: EricTRocks
>>>
>>>
>>> Thiago Costa wrote:
>>>>
>>>>             Bernard Lebel
>>>>             Wow, 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* >>> > 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 >>>     > wrote:
>>>>    > Wow, Maya requires a script to match transforms..... amazing.
>>>>    >
>>>>    >
>>>>    >
>>>>    >
>>>>    >
>>>>    > On Dec 24, 2007 3:46 AM, Julien Stiegler
>>>>     > 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: >
>>>>    >>> 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
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