I have just spent a week doing this and I found the most
successful way was to download the 30 day max trial and get the dot XSI
exporter plugin.. the models came through very clean and there are good
options for remapping UV's for XSI.
http://sourceforge.net/projects/dotxsi4max/
(If it crashes turn off the remap UV function.. )
STEVE PARISH
3D
GENERALIST
Andy Jones wrote:
Can you
post a link? I didn't see it.
-Andy
Kris Rivel wrote:
Not sure if I'm the only one who saw this but
did anyone read the whitepaper on Softimage's new website? At the
bottom of page 8 it mentions XSI v5.1 and its ability to read and write
assets from Max and Maya. Whats this all about?
Kris
Hey Eric,
How's it going? We've been doing a whole bunch of these transfers in
the past two weeks, and the best luck we've had has been to use Deep
Exploration to convert the files to Maya Ascii (probably binary works
just as well), then using DotXSI4Maya to convert from Maya into XSI.
If you do that and choose to import the normals with DotXSI, you can
get pretty good results (though the user normals are a pain to work
with, and you might want to just use them as reference to mark hard
edges). You should also get materials and textures this way. Although
if there are multi-layered textures in Max, I think you'll only get one
of the layers. If you have problems with geometry flying around to
weird places, it can usually be solved by flattening out the transforms
in Max. I think you'll lose some polygon information if you go to
.obj. We didn't play with .3ds too much, but I've had mixed results
with it in the past and we're pretty much getting everything we need
through right now anyway.
-Andy
Jason Brynford-Jones wrote:
Like a Stephen Hawking book - or a
rhinoceros. Oops off to discussion
there Chin.
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On
Behalf
Of kim aldis
...just a bit deep and hard to get to....
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