Best way to handle maya's ability to have different joint bindPoses per skin? #1154
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So, when debugging a skeletal animation that didn't export to USD correctly, I found that maya DOESN'T use the Instead, it seems it's using the data in the First - can anyone at Autodesk confirm that this is indeed how the Secondly - if so, we should switch the exporter to reading from Lastly - we have a question of how to deal with maya skinClusters that share the same skeleton, but have different bind poses... since in USD, the skeleton bind pose is a property on the skeleton, not the skinned object. This was actually already a potential problem, but if our real-world example is any indication, it seems like it may become a more frequent issue if we switch to using the The options I can think of are:
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Replies: 1 comment 2 replies
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Yes, From the point of view of what is actually happening right now, it looks like the In the near term, having the export code ready from Longer term we will have to think more carefully about how we represent the bind pose in Maya and if that is something we should change, or if we'd like to instead add more flexibility to USD and allow the bindTransforms to be overridden. If we added an attribute to I like the other solution of USD is able to override bindTransforms in a useful way. That adds more flexibility and doesn't increase the complexity on the Maya side. |
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Yes,
skinCluster.bindPreMatrix
is what is used as the bind pose for the skin cluster. This attribute is set by theskinCluster
command when an influence is added to the skin cluster, and after that the value doesn't change. I don't see a way for changes to thedagPose
to modifyskinCluster.bindPreMatrix
, and all the deformation algorithms use bindPreMatrix as an input (vs. looking at thedagPose
). You could modifyskinCluster.bindPreMatrix
directly with setAttr or a connection, I believe all the code is in place for that to work correctly.From the point of view of what is actually happening right now, it looks like the
dagPose
could be removed and everything in Maya would keep on working…