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Cannot toggle visibility on meshes ("...different scaling and rotation pivots, ignoring scaling pivot!") #184

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GregariousImpala opened this issue Apr 28, 2022 · 5 comments

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@GregariousImpala
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GregariousImpala commented Apr 28, 2022

I've been banging my head against the proverbial wall trying to get this to work, to no avail.

Basically, all I'm trying to do is hide/reveal a mesh during my animation using scale keys. I have it keyed at a scale of 1 on one frame, then 0.001 on the next frame. The animation is baked to the geometry itself, so there are no additional pivots at play, just the mesh's pivot.... yet I keep getting the following error:
// Error: line 1: Transform 'musician_gamePad' has different scaling and rotation pivots, this is not supported, ignoring scaling pivot! //

I tried setting the keys to Stepped and using the -dsa 2 flag but nothing works.

After exporting, the mesh in question is invisible initially, then becomes visible in the correct clip--working as intended, so far... however, once I play the clip where the mesh is visible, it STAYS visible in all the other clips permanently when it should become invisible when playing another clip.

Am I missing something? Why doesn't scaling work?

@ziriax
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ziriax commented Apr 28, 2022

Do you have a scene you can share with me?

@GregariousImpala
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Hey, thanks for the quick response!
After doing some more testing, I don't think that the pivots have anything to do with it--after trying every combination of parenting, constraining, baking keys, and anything else you can think of, I got the pivot error to go away but still, the mesh turns on permanently after activating the one clip where it's supposed to be visible.

I can't give you the full scene I'm working on, but I attached a test scene using the relevant assets. Animations are all set up in the trax editor. The controller mesh should be visible during the musician_Gaming_A clip but not visible in any other clips.
test_scene.zip

Any insight you could give me would be greatly appreciated!

@ziriax
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ziriax commented May 8, 2022

Thanks for the scene. I'm currently abroad and not able to look at it, but as soon as I return home, I'll give it a shot.

@BigRoy
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BigRoy commented Oct 3, 2022

@GregariousImpala could it be that you are scaling your object to zero scale (or near zero scale) at any point in time?

@GregariousImpala
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@GregariousImpala could it be that you are scaling your object to zero scale (or near zero scale) at any point in time?

My object is never scaled to 0, however, it is scaled it to 0.001 in X, Y and Z in order for it to "disappear". This is standard practice and works as intended when using FBX and OBJ exporters, as well as the Khronos glTF exporter, so I don't see why it shouldn't work using the Maya2glTF exporter.
As far as I'm aware, there is no other way to bake "visibility" into an animation.

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