Hi Todd,
Thanks for the lengthy reply. After reading a bit about PointOven I
understand that material/texturing information is not translated from/to
Maya<->XSI. But UV information is, so I can at least use the UV's in both
apps. Do I understand this correctly??
Too bad materials/textures are not transferred, this would make life easier.
Now you have to create two sets of materialtrees I guess, one for each. I do
understand this can give it's own set of problems due to different
approaches in both apps.
I also like the thought of using PointOven to create "dumps" of your
animations....
So is XSI using the 1.4 version of the plugin for all PSC/MDD export/import,
and for moving models over and forth, is PSC the best way to go?
I don't think the pricing of a full PointOven license will be an issue for
use with LW/Maya ;)
Sorry about all the extra questions, just want to get a good start on this
before I paint myself into a corner ;)
cheers,
rob wuijster
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM]On Behalf
Of todd akita
Sent: dinsdag 4 april 2006 22:18
To: XSI(at)Softimage.COM
Subject: Re: 5.1 asset import question
I'm actually really enjoying this new Point Oven export option. Been
able to move whole character skins (baked skins only and uv's, mind you)
back and forth pretty easily. Even if I had the .mb export option I
think I'd still prefer this because I doubt even that export would do
what this is doing which is getting the animated character skins across
exactly as they were in XSI.
The nice thing is that it seems to fill the biggest gaps where DotXSI
seemed to fall short in terms of moving things between XSI/maya which
was getting whole characters with animation across, and even when dotXSI
worked "perfectly" (i.e. as much as dotXSI could) you would still have
to rebuild at least a certain amount of it before you could get to work
again, just by virtue of XSI being what it is and Maya being Maya. In
the end it was always easier to just animate in the package that the
character originated from.
Even within an XSI-only environment there're a lot of uses for
point-caching. Point Oven (the one included in 5.1) has some nice
options in there to offset and loop the sequences so you could do some
neat things with particle/hair instancing and get some very nice
performance gains by throwing away all the rigging (which can get very
heavy depending on the number of instance masters you have). Also it is
a nice way to do animation versioning without bothering with
actionclips, name-mismatches, etc. etc. Animators can be as dirty as
they wanna be. :)
The downside is you will need to buy a license for the
Maya/Max/LW/Messiah side (you get plugins for all of them, I think) to
either import or export MDD files, but it's a pittance by comparison.
It also does transform animation, lights and camera which is cool I think.
-T
Rob Wuijster wrote:
> Hi Guys,
>
> I probably have to do a project with mixed software, meaning XSI and Maya
> <shudder>
>
> In XSI v.5.1 the website says Maya and 3DSMax "asset import", but on some
> forums I've read this part was cut out just before release??
>
> Anyone on this, people already tried importing stuff from max and maya
> without problems?
>
> cheers,
>
> rob wuijster
>
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