The nulls that come across are essentially a skeleton. After all, bones are definied by their centres - the length is just there as a visual cue.
When you import FBX into XSI, you wil end up with a null hirearchy, nonetheless, the hirearchy will be indetical to the skeleton hireachy.
If it bothers, you, you simple need to re-crate the same skeleton hirachry and apply the animation to that using the FBX merge option.
Let me know if you need a more specific explanation.
AD
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of André Adam
Sent: Monday, November 14, 2005 6:58 AM
To: XSI(at)Softimage.COM
Subject: Re: Transfering chains/rig/joints from Maya to XSI
Be careful though when using the import data to drive IK. You will need to find something you can use as an upvector constraint, otherwise you will have no control on your chain's x-rotation. We prefer to create complete FK by constraining every single bone, and not the effectors...
-André
Tim Leydecker wrote:
Hi André,
thanks for your detailed overview. Got it.
There´s also some sort of alias template coming with the *.fbx plugin
install for XSI, maybe I´ll be able to fiddle something together using
that as well.
Hadn´t thought of *simply* using the transforming nulls as the
constraints for the effectors. Umphf...
Thanks to you all,
Cheers
tim
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