tyActor pivot position
#1
Hey Tyson!

I'm not sure if this counts as a bug BUT it gave me a good hour of head scratching to identify what was happening, so I thought I'd ask!

When an Actor operator creates a skinned mesh from an object (in this case, I'm using objects with non-skin deformations) the mesh it generates will ignore any changes to the pivot of the actor rig nodes and default to the objects initial pivot position. Is this correct? 

I can obviously work around this by resetting the xform of the source objects but this will also mean re-doing a bunch of animation on them so before I do that I just wanted to check it wasn't a bug or if there was something I was doing in wrong.

Cheers!

AJ
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Messages In This Thread
tyActor pivot position - by moonjam - 01-25-2022, 02:30 PM
RE: tyActor pivot position - by tyFlow - 01-25-2022, 02:55 PM
RE: tyActor pivot position - by moonjam - 01-25-2022, 03:28 PM
RE: tyActor pivot position - by tyFlow - 01-25-2022, 08:07 PM
RE: tyActor pivot position - by moonjam - 01-25-2022, 09:04 PM
RE: tyActor pivot position - by tyFlow - 01-26-2022, 02:58 AM
RE: tyActor pivot position - by moonjam - 01-26-2022, 01:42 PM

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