Never mind. Found it. It was cleverly hidden right on the front
page... http://www.softimage.com/about_us/pdf/getting_into_character.pdf
-Andy
Andre DeAngelis wrote:
It could just be referring to dotXSI.
But seeing as FR has point oven built into it, meybae ter are some nice
goodies to come in 5.1?
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf
Of Kris Rivel
Sent: Tuesday, March 14, 2006 1:54 PM
To: XSI(at)Softimage.COM
Subject: RE: Re: .max model converter?
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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