Re: Transfering chains/rig/joints from Maya to XSI

Date : Mon, 14 Nov 2005 10:36:33 +0100
To : XSI(at)Softimage.COM
From : André Adam <a_adam(at)49games.de>
Subject : Re: Transfering chains/rig/joints from Maya to XSI
*.fbx certainly *is* the format of choice when dealing with Motionbuilder... :))
Over here we use custom scripts to batch-process folders with fbx files. Somewhat simplified the .fbx gets imported on top of a default XSI scene containing the original skeleton, then it constrains the orginal skeleton onto the fbx nulls and plots the constrained animation to an Action file which gets written out to disk. Then those Actions can easily be distributed across the project. Nice workflow once things are up and running...


Cheers!

   -André


Tim Leydecker wrote:

Thanks for the info.

I had been foolish enough to think that *.fbx would be the format
of choice when working with MoCap/Motionbuilder data, therefor
allow to easily use that data in various apps without any headache.

Guess I´ll at least need to get an idea about all those checkboxes:-)

Maybe I just forgot to set a key on something.

Cheers

tim


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