RE: Actor-X
| Date : Mon, 4 Dec 2006 13:11:52 -0500 |
| To : <XSI(at)Softimage.COM> |
| From : "Serguei Kalentchouk" <serguei.kalentchouk(at)ubisoft.com> |
| Subject : RE: Actor-X |
|
Tanks for the heads up
Wayne. That does sound promising.
Because it is a huge time saver to be able to build your simple prop and
vehicle rigs through parenting. Hopefully it will be added sooner rather than
later. From:
owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Wayne Williams Just for reference to anyone out there in the Games
Industry. I have spoken with Dave at Epic and here is the reply, "Hey Wayne, Thanks for your message. The behaviour we are speaking of is the Max Actor X exporter can take a
mesh, like a vehicle that doesnt deform, and using the link hierarchy from Max,
build a weighted rig upon import into the Unreal 3 editor. With both Maya and
XSI you must do this all by hand before you can even export and it kills the
workflow when you have to go and fix/append things to the vehicle later on, not
to mention if you have 20 or so vehicles to work with. Hopefully there will be
an updated version of XSI's Actor X exporter soon! Cheers. -Wayne |
- References:
- Actor-X
- From: "Wayne Williams" <wayne(at)tripwireinteractive.com>
- Actor-X
| DATE: | << | >> | THREAD: | << | >> | INDEX: | Main | Thread |
|---|
- Previous by Date: ActorX documention
- Next by Date: ActorX documention
- Previous by Thread: ActorX documention
- Next by Thread: ActorX documention
- Index(es):
| Search the XSI List archives here or use the advanced search form to search across mailing lists. Searching help is available. |