Thomas Schmall


About Me

Indie Gamedev


Recent Forum Posts

UI/UX: Share your screenshots & tips & tricks & ideas March 8, 2018, 8:47 a.m.

Good idea to hide the shelves, never really use them either.
One thing I picked up in a tutorial: I have a textport panel open - you can type exhelp XXX to get help for any command and such without having to open a website or help window.
I've also turned on “Color Pane Headers with Network Contexts” to get pane colors for the context I'm in.

Other than that my main window is close to the default (technical) view. It's my second screen that I setup for deep diving into networks.

Pivots to and from Houdini March 8, 2018, 8:18 a.m.

I will enter a bug to bring in local pivots for objects, and to provide output pivots in some form - maybe both local and world. Not sure what to do if you have an object output in parts that you need to re-assemble. Any thoughts?

Thanks. Sounds good. I'm not an expert of what happens under the hood in Maya. As far as I see, what's needed is the information of the offset from the world origin (for position and rotation). Once it's parented that offset counts from the pivot of the parent. So that should work for assembled elements.
Maya has an additional weirdness with “FreezeTransformations” where it hides that information (so the object says it's at transform 0,0,0), but the real offset is still there somewhere (resetPivot reveals it).

Anyways, it's one of the things that got me a bit by surprise that it was missing - pivot points are so essential in game development.

You could potentially output the modified pivots as custom attributes, but…

Do I understand it correctly that this means I would then see these params in Maya and could fix it there?

BTW: On the “object merge” node I found a “transform” setting, that seems to accept the pivot/offset from origin. I guess that gets at least the position offset into Houdini.

Pivots to and from Houdini March 2, 2018, 9:40 a.m.

I'm using Houdini Engine to adjust an object I have in Maya. The problem is that Houdini can't seem to handle pivot points. So when an object's pivot is moved to some place in Maya, Houdini resets it, and moves the pivot to the world origin (and the object along with it).

Neither can I move the pivot point in Houdini and output it with Houdini Engine - if I transform an object (also tried pivot transform and pre-transform), the pivot in Maya always ends up in the world origin.

So as far as I see I can't read the pivot position in Houdini. And I can't output the pivot. … or am I missing something?

Specifically my goal is to duplicate an object, and move the copies to various locations, but keep their local pivot. Does anyone have an idea how to go about it?