Re: xsi to maya envelope

Date : Tue, 7 Mar 2006 15:33:16 -0800
To : XSI(at)Softimage.COM
From : "Meng-Yang Lu" <ntmonkey(at)gmail.com>
Subject : Re: xsi to maya envelope
I think the biggest reason was for editability.  We were working on 4.0 really early at the time and things were inconsistent, and we feared that we would not be able to recover from data corruption.  I still get antsy knowing that I don't have the option to go in and edit my weights in ascii if something goes wrong during export of the preset.
 
-Lu
 


 
On 3/7/06, Andre DeAngelis <andre.deangelis(at)ubisoft.com> wrote:
Someone posted 2 scripts to write and read envelopw weight data out to
an excel spreadhseet, posted on XSI base recently. (Jeremy Meunier aka
The Ki e-mai: jeremy.meunier(at)gmail.com / http://kiworld.free.fr)

Raffaele,

Why did you write this data out to ASCII if you were simply transferring
from XSI to XSI?  I we have used this for symmetry maps but haven't had
the need to go beyond XSI presets.

Would be interested ot hear your views.

AD

-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf
Of Raffaele Scaduto-Medola
Sent: Tuesday, March 07, 2006 4:57 PM
To: XSI(at)Softimage.COM
Subject: Re: xsi to maya envelope

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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--
Meng Yang Lu
FX Guy - Omation
"The Barnyard"

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