I would recommend the easiest solution is to write a script to export out
point[index] weightList/influence information as a table.
This was one of the main component of our rigging pipeline at Omation
(from XSI->XSI), but I have used the same process for Maya.
Saving weightMaps, UV data, cluster data in general would be better in an
ascii file format.
For weight map you will want to save a table with...
pointIndex, xPosition, yPosition, zPosition, weightValueForInfluenceA,
weightValueForInfluence B, ....
...
It would be nice if both XSI and Maya provided for binary plugins to read
data apply data (Fast), as you will need to write a script to write the
data out of XSI (slow) and then a reader script to read the data in Maya
(really slow).
The same process can be used for UV data, blendShapes/MorphTargets.
The reason for storing x,y,z point position is should your point index
information ever changed, you can still reapply weights based on a closest
point algorythm.
Not the perfect solution, but workable.
Cheers,
RSM
_____________________________________________________
Raffaele Scaduto-Mendola - charSetupSup - Gigapix
www.turbolinea.com
raffaele(at)turbolinea.com
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