Re: inherits transform

Date : Tue, 6 May 2008 10:37:22 -0500
To : XSI(at)Softimage.COM
From : "Bradley Gabe" <withanar(at)gmail.com>
Subject : Re: inherits transform
There are 3 ways I can think of off the top of my head:

1) Deactivate transforms in the local kinematics options tab
2) Set keys on the global transforms of a node, which will override anything done to it locally and lock it in space
3) Structure your rig hierarchies with the notion that some nodes will need to be globally locked in place


With regards to issue 3, I see a majority of production rigs with the following basic hierarchy:
MODEL>
SRT>
RIG...

Right from the start, everything falls under a single global SRT which can break deformers that require a static rest pose to work properly. The multiple rig tree approach I have been recommending looks more like XSI's operator stack, and provides similar workflow advantages:

MODEL>
ANIMATE>
SRT>
ANIMATION RIG...
DEFORM>
DEFORMATION RIG...
GEOMETRY>
GEOMETRY NODES...

In this structure, the SRT node first appears under the animation rig branch. Components of the deformation rig (but not necessarily all of them) are constrained to animation controls. And geometry branch nodes are only affected by the operators that deform them, with their local SRT's remaining static.

So as the rigger, you have complete control over which deformation nodes transform when you move your animation controls. And your geometry centers alway remains static, so there will be no problems with center transforms when it comes time to bake out mesh caches.

-Brad



On Tue, May 6, 2008 at 9:33 AM, David Gallagher <daveg(at)blueskystudios.com> wrote:


I'm looking for an equivalent in xsi to Maya's "inherits transform" switch. Sort of like a per-object child compensation.

(If I have rig parts that can't transform with a character, but I want them in the Model heirarchy, is there a way to keep the rig from flying apart if I move the Model)

(Or is there a simpler answer to "it hurts when I touch this node"?)

--
David Gallagher
Character Development Lead Animator, Blue Sky Studios

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