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Pennink
08-12-2009, 01:50 AM
Zero out. Does this mean to make a child's pivot point aligned with its parent's pivot point so that its coordinates reference a zero value in relation to its parent's pivot point?

Thx

Leffler
08-12-2009, 11:12 AM
To me, "zero out" means that you in some way get 0,0,0 values in the translate and rotate channels

Easiest way to do this, in Maya, is to create a null group, position that at the exaxt same position as the object to "zero out" and then parent the object under the null group.

But maybe there are other definitions of the term

PEN
08-12-2009, 05:31 PM
If you are in max it can be done the same way that was described above as well you can also do it with list controllers.

toRigOrNotToRig
08-12-2009, 07:09 PM
In Maya rigging I have seen this term associated with "Freeze Transformations", as they "zero out" the translate/rotate/scale.

Pennink
08-12-2009, 11:07 PM
Hi Leffler, I think I am closest to understanding your description so far. So from what you've described, it sounds like zeroing out is a term that is used when describing only the local translate and rotate channels of an object (after parenting the null object). But while the local coordinates equal zero, the world coordinates would still be non-zero values. Is this correct?

Hi Paul, in Max, I tried to use list controllers to get an object to have zero values but think I failed. I had a box positioned to 0,0,0 under the original position xyz controller and then moved it to 100,100,100 before applying the next position xyz controller. This was the only setup I could think of but could not see how the coordinates were zeroed out in any way after all of this.

Hi Tonya, Max has a 'freeze transform' option for animation but I'm afraid I'm even more basic with my animation at this point to know what it's used for.

Will keep on looking into all the advice. :)

royg
08-13-2009, 07:30 AM
Zero out is also a term used simply for referring to the act of entering zero into an objects transformations to reset its position, rotation and / or scaling (parenting is irrelevant in this case). As an animator, I often zero out my controls on my animation rig before I create a new pose.

Leffler
08-13-2009, 08:16 AM
Hi Leffler, I think I am closest to understanding your description so far. So from what you've described, it sounds like zeroing out is a term that is used when describing only the local translate and rotate channels of an object (after parenting the null object). But while the local coordinates equal zero, the world coordinates would still be non-zero values. Is this correct?


Yes i think so (if my english understanding is not letting me down)

Lets say you have an animation controll for the foot, called "footControll".
Its location after you have positioned it where you want it at 3.42, 0.534, 1.25 (X,Y,Z)
So as the null group get those value, they null stores the world-space position for the footControll but the controller itself gets 0,0,0 (relative to the parent, its got no offset). So now its easy to get back to default position, but you still store the worldspace position

When you get to using MEL, youŽll find this trick better than using "Freeze transforms" since the command "xForm" freaks out by freezing transforms.

toRigOrNotToRig
08-13-2009, 04:23 PM
When you get to using MEL, youŽll find this trick better than using "Freeze transforms" since the command "xForm" freaks out by freezing transforms.

I've never had any problems using "Freeze Transformations" in Maya. There is no need to use null groups (except if you want to have gaps between joints you use double null groups). I cannot think of any reason why you would need to store the world coordinates for a controller. Perhaps there may be one in some situations, but I can't think of any with a typical rig. Typically, you "freeze transformations" so you can return the controller to it's default location and so that nothing down the hierarchy inherits the world coordinates offset.

There is nothing like it in Max, nothing that is as straight forward as pushing a button anyway. "Reset Xform" is not the same thing in Max. You can use list controllers to mimic the same thing, but it doesn't work as well or as easy IMHO.

Leffler
08-13-2009, 05:05 PM
I've never had any problems using "Freeze Transformations" in Maya.

Are you referring to when using xform or in general? My experience is that if IŽll need to use xform, I use a null group. Otherwise I donŽt work prodictible

So for all controlls that needs ik-fk switching, like arm and foot controllers, i use nulls

toRigOrNotToRig
08-13-2009, 06:55 PM
Are you referring to when using xform or in general? My experience is that if IŽll need to use xform, I use a null group. Otherwise I donŽt work prodictible

So for all controlls that needs ik-fk switching, like arm and foot controllers, i use nulls

I'm referring to using "Freeze Transformations" from the menu, I've never had any problems with that. If you use that, you do not need to use null groups. I've never bothered using the MEL command xForm.

Leffler
08-13-2009, 07:55 PM
I'm referring to using "Freeze Transformations" from the menu, I've never had any problems with that. If you use that, you do not need to use null groups. I've never bothered using the MEL command xForm.

But the day you gonna need the xform command(which is usefull), then you will change opition too :)

So how do you do to query stuff that can be moved by multiple stuff? getAttr doesnŽt work too well then ...

/ Otto

Pennink
08-13-2009, 09:31 PM
It isn't much more than either putting the transform values to the origin (0,0,0), parenting an object, or somehow using list controllers in Max which adds another layer of transformation values (retaining the object's original transformation values) so that they are reset to zero values while allowing the object to not be located at the origin. I think I got it and if not I'm just gonna ignore the term from here on.

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