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

Date : Tue, 15 Nov 2005 11:34:37 +0100
To : XSI(at)Softimage.COM
From : André Adam <a_adam(at)49games.de>
Subject : Re: Transfering chains/rig/joints from Maya to XSI
There actually is a small difference between nulls and bones when it comes to enveloping, the envelope op takes the bone length into account when assigning the initial weighting. That does not apply to nulls, which give a way worse initial weighting as a starting point.
We have been messing around with that FBX merge option but found this to become a problem with various "advanced" rigging elements in XSI. Finally we preferred to use constraints and plot down the fbx animation onto the original skeleton. This way we didn't had to deal much with that black box called fbx importer... ;))


   -André

Andre DeAngelis wrote:

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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