workarounds to the end though eh?
At least some things never change....
thanks for the tips gentlemen :-)
Adam
----- Original Message -----
From: kim aldis <kim(at)cg-soup.com>
Date: Saturday, April 22, 2006 0:51 am
Subject: RE: Collada question
> Collada import/export from xsi sits over the top of dotxsi, so
> whateverdotxsi successfully imports or exports so too does
> Collada. Conversely
> whatever dotxsi doesn't support, neither does Collada. This at the
> xsi end,
> of course. It may be better or worse at the maya end. For this
> reason I
> stuck with Dotxsi.
>
> I've been messing around with cameras these last few days and this
> is one
> area that doesn't move well. I got caught in this rather dumb
> situationwhere it exported the camera interest wrongly but if I
> plotted the camera
> and removeed it's interest the dotxsi exporter put an interest
> back on, then
> exported that incorrectly instead. I ended up plotting out a
> constrainednull, exporting that and parenting a Maya camera to the
> imported null. Not
> ideal, by any stretch.
>
> I don't think it exports shape animation.
>
>
>
> > -----Original Message-----
> > From: owner-xsi(at)Softimage.COM
> > [owner-xsi(at)Softimage.COM] On Behalf Of Chris Trimble
> > Sent: 22-April-2006 02:23
> > To: XSI(at)Softimage.COM
> > Subject: Re: Collada question
> >
> > On 4/21/06, Adam Sale <adamsale(at)shaw.ca> wrote:
> > > Is Collada all its hyped up to be?
> >
> > It's definitely the best open-standard XML-based 3D asset
> > interchange format backed by Sony that been been released in
> > the last 18 months or so.
> >
> >
> > > Do any of you use it in production right now?
> >
> > Yes, I've heard several game companies using it in production.
> >
> >
> > > how does it work with bones and rigs betwixt the two
> > softwares? good, bad, ugly?
> >
> > Bones are fine. Rigs with constraints, driven keys, etc. forget
> it.
> > Not even FBX can do that correctly between Maya and Motionbuilder.
> >
> >
> > > How about shaders? How well does it port shaders across softwares?
> > > I understand the limitations of shader transfer are based
> > on the kinds
> > > of shaders both parties host natively, but for the sake of
> > simplicity,
> > > say I had a color, spec, bump, occlusion and displacement
> > on an object?
> > > Does Collada transfer the trees over intact?
> >
> > "Common profile" stuff like diffuse, specular and bump maps
> > should not be a problem. Occlusion and displacement, dunno.
> > Honestly I haven't looked at Collada FX closely enough to
> > give you an opinion on that aspect of things, but I hear it's
> > supposed to be good.
> >
> > - Chris
> >
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> >
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