RE: Re: .max model converter?
| Date : Tue, 14 Mar 2006 14:37:22 -0500 |
| To : <XSI(at)Softimage.COM> |
| From : Kris Rivel <kris(at)krisrivel.com> |
| Subject : RE: Re: .max model converter? |
>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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>>>>
>>>>
>>>>
>>>>
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>>>
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>>
>>
>
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