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
Sent: December 4, 2006 11:29 AM
To: XSI(at)Softimage.COM
Subject: Actor-X

 

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.

This behaviour hasn't really been an issue for us because we're primarily a Max house, but I can definitely see how this
would be a benefit for shops making extensive use of Maya or XSI. 

I'm not familiar enough with the Maya/XSI APIs to know offhand
how easy it would be to add this behaviour to ActorX on those platforms,
but I've added your feature request to our database (#43598) and flagged
it for further investigation!

--
Dave Burke
Epic Games".

 

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>

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