So we were getting issues with the rig where the legs geometry would always default to a weird position when Maya would open but initially we could easily fix this by just flipping the IK to FK and back to IK (or vice versa) when it came to animating. However now that the mech is actually ready to be rendered out, we did a test of the batch render and hmm… getting issues where the whole animation would render out as if the legs geometry was in the weird default position. Scary.
We tried to solve this by baking out the animation to an alembic which did work, but what it then did was not carry over the shaders and all of the shaders had to be plugged back in. This was a huge job and Brad was going nuts doing this again due to the sheer amount of parts in the mech. Then we realised that the model was itself was having some weird issues and so I decided that I should just fix it in the rig anyway. It would be better for myself to troubleshoot this problem and get it working, so I would know how to handle it in the future.
I noticed that we have many bolts that are instanced with no zeroed out values and thought, hey, that could be it. Well, we all know by now that you can’t Freeze Transform on any instanced object and I was looking into how to fix this, but it appears the easiest way for me to do that is by duplicating the bolts (which would still have it parented to the transform, but can be easily unparented from the transform, and then FT would work. Doesn’t sound too difficult but it would only work if I duplicated it one bolt at a time… Mmm there are many many bolts.
http://forums.cgsociety.org/archive/index.php/t-5162.html
I did this for the first leg and what do you know? It doesn’t work. So here I am spending the majority of what little time I have left to debug this with fairly minimal knowledge on what to do. Then it strikes me that we’re only using the IK legs in the animation so I decided to just delete the FK and result joints to solve it and wow, just what the doctor ordered.
Below is a pic of the default position of the legs geo upon scene open.
Now the rig opens up fine with no dramas at all.