Kinematics
09-18-2007, 07:27 AM
Understanding the way the pivot point system works.
Hey guys, I've been using Maya for afew years now but since the move to the new company. They use a lot of cinema4d.
What I can wrap my head around is how the pivot point of objects differ between Maya and Cinema4d. Apparently, there is no freeze transformations in cinema4D (excluding plugins). This makes All objects when zeroed shoot back to 0,0,0 in world space on the grid doesn't it?
So right now I did some dynamics work in maya and baked the simulation. I exported it all into Cinema4d using the FBX format which worked great. What I figured was to start each object in maya and regardless where I move them in 3D space before dynamics. I do not zero the transformations.
When I do this. When it is brought over to Cinema4D... all goes well and the objects are in the correct positions through the animation.
The issue now is. I wish to reposition the end location after all the dynamics has taken place of all the objects. So i figured - simple. Like maya, I shall grp the object that has the animation and move the parent. thus reposition the start point of the animation.
To my surprise. It didnt work. Instead it somehow offsets itself. I am assuming cinema4d is trying to move the null objects pivot point to zero itself at 0,0,0 in world space. Why does it do that?
More importantly could someone explain to me the difference between maya and cinema4ds pivot point coordinates and how the act differently? How does cinema4d not need a zeroing of the coordinates? Why is there a world and relative coordinates point and how does it work?
I know it seems a little lazy and you think maybe I am not reading the help files. But I have, Ive also bought the cinema4D 10 Workshop book by Arndt Von Koenigsmarck (good read =) ) I guess I just need someone who has exp with both apps to tell me how they differ cause my mind seems to be stuck in the maya way.
Thanks so much guys
Hey guys, I've been using Maya for afew years now but since the move to the new company. They use a lot of cinema4d.
What I can wrap my head around is how the pivot point of objects differ between Maya and Cinema4d. Apparently, there is no freeze transformations in cinema4D (excluding plugins). This makes All objects when zeroed shoot back to 0,0,0 in world space on the grid doesn't it?
So right now I did some dynamics work in maya and baked the simulation. I exported it all into Cinema4d using the FBX format which worked great. What I figured was to start each object in maya and regardless where I move them in 3D space before dynamics. I do not zero the transformations.
When I do this. When it is brought over to Cinema4D... all goes well and the objects are in the correct positions through the animation.
The issue now is. I wish to reposition the end location after all the dynamics has taken place of all the objects. So i figured - simple. Like maya, I shall grp the object that has the animation and move the parent. thus reposition the start point of the animation.
To my surprise. It didnt work. Instead it somehow offsets itself. I am assuming cinema4d is trying to move the null objects pivot point to zero itself at 0,0,0 in world space. Why does it do that?
More importantly could someone explain to me the difference between maya and cinema4ds pivot point coordinates and how the act differently? How does cinema4d not need a zeroing of the coordinates? Why is there a world and relative coordinates point and how does it work?
I know it seems a little lazy and you think maybe I am not reading the help files. But I have, Ive also bought the cinema4D 10 Workshop book by Arndt Von Koenigsmarck (good read =) ) I guess I just need someone who has exp with both apps to tell me how they differ cause my mind seems to be stuck in the maya way.
Thanks so much guys
