Transforms not in the right place?

Transforms not in the right place?

Hi
Ive imported an fbx file. In maya I sorted out the pivot, froze the transform and deleted the history. The pivots are located ideally.

Upon import the pivot (transform) is relocated at the origion. There are 4 transform nodes in the scene, And all are showing their transform at the origion instead of at the mesh where they should be.

Is there some feature in cheetah where transforms get auto grouped at the origion? Some button I can turn off so the transforms are located where I thought they should be?

Attatched is the fbx file
Thanks
AC
 

Attachments

  • Eyes_FBX.fbx.zip
    227.5 KB · Views: 319
I have this problem too, but I don't know any way round it. The only way you can reposition the axis in Cheetah is to select all the polys of an object and move them.
(However, I'm not sure Cheetah is alone in "losing" the axis positions on import. I seem to remember a bit somewhere about the issue.)
 
Hi.
This is maybe not elegant but practicable with just 4 parts.
In point mode (edge- and poly mode will work either) select all points and move the mesh with it´s "pivot point" to x, y, z=0.
Burn transform and move it back in place. (BTW the eye leashes were having wrong pivot points - I corrected it)
Have look at the attachement please.

With kindest regards
Frank
 

Attachments

  • Eyes_Renewed.fbx.zip
    157.2 KB · Views: 272
Hi,
Cheetah3D still ignors pivot points form FBX files since Cheetah3D doesn't support them yet. Some day I have to support them but at the same time I'm personally not a big fan of pivot points since they are a potential source of confusion. So if you work with Maya and want to import to Cheetah3D it is best to avoid pivot points.

Local FBX transforms (I don't know how they are called in Maya) are just burned into the mesh on import to Cheetah3D. I do that to keep the transformation hierarchy as simple as possible. While all these local_trans, local_rot, local_scale,scale_pivot, rot_pivot, etc. can be helpfull for advanced animations they can mess up the UI for normal modelling and animation purposes quite alot.

Bye,
Martin
 
Hey thanks Frank, thats brilliant. Exactly what I was trying to achieve. So you manually relocated them back into position I assume? Theres no "click button" way to reposition, correct?

Thanks heaps. With your instructions hopefully I can get it sorted myself next time.

Martin, I dont think i was using the right terminology. When I said pivot points, I was meaning the transform node. I just called it a pivot point because thats essentially what it is(does). So I wasnt refering to a particular specialist component in maya, just the transform node where the object rotates("pivots") from. In this case the characters eyelashes were rotating around the origion rather than around the centre of its mesh.

So the transform node relocates from geometry centre to world origion in the case of importing an fbx model...That was the issue(and potentially still is) I hope Im being clearer now, and I've got a lot to learn with cheetah so please bear with me-

>So Im not wishlisting for "Pivotpoints" just keen to retain transforms on import as per files above

Thank You
AC
 
Awesome guys, thats what I'm after...Thanks.


Okay how about a timeline related query? I see in the docs a picture that shows two boxes containing numbers, yet on my own gui I only see one, and seem trapped in a timeline 30 frames long...

Is there some parameter I can access to reveal the second box?

>G4 PPC 733mhtz 128mbRadeon9800 512 MBRam

Thanks guys
AC
 

Attachments

  • Picture 27.png
    Picture 27.png
    8.6 KB · Views: 265
  • Picture 28.png
    Picture 28.png
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and seem trapped in a timeline 30 frames long...

The default Take is 10 secs but you can increase this (enter a new number).
The default time line shows 4 secs out of these 10 secs. If you want to see more then click/drag the grey bar at the bottom where it says 120. You can also drag the entire bar (click in the middle) or adjust the width (drag either one of the 0 or 120) and look at what's happening in the timeline.
So, how many frames are you going to go for ? ... :cool:
 
Thanks again y'all.

the thing Im encountering is that if I select those numbers and type in 180 for example, and press enter, the 180 automatically changes to 30...Same if I type 120...

So thats odd isnt it? switches to 30 frames every time...and I cannot get it to expand beyond 30 frames once this happens...Arrgh...

Please let me know if theres something I need to do here?

thank you
AaronC

Edit yep Im definately at standstill here. Try the above, please and let me know how I can actually animate a clip longer than 1 sec? It gives me 180 on project open, but takes away that opportunity altogether if I modify those numbers...
Thanks
AC
 
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