hi,
I've got a bit of an issue working with dependency nodes that require hierarchical information. My plug-in creates a mesh based on the skeleton and I'm trying to figure out _GLOBAL_ positions and rotations of each joint for that. I have initially created a set of locators and placed them under each joint and feed their worldlMatrix attribute to my node. First of all it results in my node getting locator positions "lagging" one frame after they were actaully applied (i.e. I'm only getting previous positions of the locators after they were changed). Secondly, I would have to accumulate all the rotations along DAG manually - which seems like a really bad idea.
Another issue is that I'm using some proxy primitives which might be in hierarchy as well and I need to get their actual world coordinates instead of loca ones. Is there a way to get world coordinates without hacks (i.e. trying to break Maya's assumptions regarding explicit dependencies of the objects).
Thanks!
created
Nov '11
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Nov '11
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