I couildn't find an answer on this, and I can't figure out what I was doing to fix this when I used bullet last
If I am setting a passive rigid body and the center of the object, not just the pivot, is not sitting at 0, it seems that it doesn't draw the collider correctly..like it's not detecting the object in world space vs local space..if that makes sense
Anyone knows a good solution to fix this?
This is the issue with the way Maya freezes transformations: local transform data is not flushed to worldspace. This is kind of a fundamental limitation of how Maya deals with transform nodes and their pivots.
I provided a few scripts in the Maya 2015 Bonus Tools to zero transformations and flush local space transforms to worldspace.
You can see them here:
https://apps.exchange.autodesk.com/MAYA/Detail/Index?id=appstore.exchange.autodesk.com%3Aautodeskmay...
Specifically, these items:
* Modify -> Zero Pivots -> Keep Pivot Offset and Zero
* Modify -> Zero Pivots -> Center Pivot and Zero
* Modify -> Zero Pivots -> Move Pivot to Base and Zero
* Modify -> Zero Pivots -> Move Pivot to Origin and Zero
Hey... Maya 2017 and still having issues with Bullet and passive colliders...
Have frozen and reset and frozen again. Geo is all zeros for transform and pivot. Passive collider STILL showing as offset from the geo!
(see screen shot, the selection is the geo, the transparent mesh the collider)
How to get the collider and geo in the same place? How to construct geo so this doesn't happen in the first place?
Thanks!
EDIT: was able to slide the collider into proper alignment by unchecking auto fit and adjusting offset.
Thank you.
Using the Zero Pivot menu in the Bonus Tools solved the problem I had with the Maya Bullet Passive Rigid Body - Kinematic type.
My problem was that the collider of the Passive Rigid Body - Kinematic was off of the geometry therefore having no affect on the Dynamic Rigid Bodies.