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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#2
Hey AJ, can you post an example file of what you mean?
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#3
Of course! My bad. Here's a simple file that hopefully shows what I mean. 

In the example I was expecting tyFlow to use the box's pivot position to establish their relationship with the tyActor's pivot position, however two of the boxes have had their pivot centred and this seems to be ignored by the tyActor/Actor process. The box that has had the pivot centred and xform reset is working how I would expect but I'm aware this might not be the best practise, so let me know.

I appreciate in this example I could just move the tyActors' (or rig nodes) pivots or positions and it would fix things but the scene I'm working on is more complex than this, with additional geo in the rig nodes and a bunch of morph targets and some other deformers.

Anyway, hope this makes sense!


Attached Files
.max   tyFlow_TyActorPivots.max (Size: 712 KB / Downloads: 242)
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#4
Hey AJ, when I load the file and move the box/tyActor pivots, the sim updates accordingly...so maybe I'm misunderstanding your issue here.

Are you hoping that when a box pivot is moved, the box will remain unchanged in the flow because its relative location to its tyActor hasn't changed? Or are you hoping that moving a box pivot will offset it from the tyActor?

And what build of tyFlow are you using?
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#5
(01-25-2022, 08:07 PM)tyFlow Wrote: Hey AJ, when I load the file and move the box/tyActor pivots, the sim updates accordingly...so maybe I'm misunderstanding your issue here.

Are you hoping that when a box pivot is moved, the box will remain unchanged in the flow because its relative location to its tyActor hasn't changed? Or are you hoping that moving a box pivot will offset it from the tyActor?

And what build of tyFlow are you using?

Hey Tyson,

No problem, I don't think I explained myself very well!

All three of the boxes in the scene have their pivots centred and the tyActor aligned to the same coordinates however only the box with its xform reset locks the pivot position in when used in a tyActor setup (with 'Generate Skinned Meshes').  If I pick the boxes using a Shape operator, then they all respect the pivot point and snap to the centre of the particles.

I've attached a visually horrible but hopefully clearer example of what I mean, with both a shape operator and the Skinned Meshes enabled at the same time. You can see that the orange geometry from the Actor isn't respecting their new pivots.

I'm using v0.16133, but will try with 0.16134.

Hope this makes sense!


Attached Files Thumbnail(s)
   
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#6
Ah, interesting. I believe I see the issue. Simply enabling/disabling 'non-skin deformations' is enough to show the discrepancy. I'll look into getting that fixed up.
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#7
Thank you so much for this Tyson! It works perfectly.
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