Re: 3dsmax camera's to xsi, possible??

Date : Thu, 29 Nov 2007 17:50:52 +0100
To : XSI(at)Softimage.COM
From : Rob Wuijster <rob(at)glassworksamsterdam.nl>
Subject : Re: 3dsmax camera's to xsi, possible??
Yes, some "mixing" between Crosswalk and FBX gives you most of the data, but the camera's are left out. I do hope Softimage will "fix" this soon in Crosswalk, as matching camera's between apps never really work.

vr.gr.,

Rob Wuijster
Glassworks Amsterdam


Kris Rivel wrote:
Yeah, I have to agree with Sam. Camera transfer should by this point be solid with Crosswalk. Its such a basic requirement when trying to use multiple apps in a mixed pipeline.

Kris

On Nov 29, 2007 10:40 AM, Sam Cuttriss <sam(at)janimation.com <mailto:sam(at)janimation.com>> wrote:

    camera transfer needs to be seamless between apps.
    i would have expected crosswalk development to progress like so:

       1. null transfer                       [success]
       2. animated null transfer         [success]
       3. heirachy of animated nulls transfered [success]
       4. animated camera transfer   [partial success]
       5. cube...
       6. enveloped cube
       7. textured cube.... etc etc

    The camera is so utterly fundamental, if nothing else but the camera
    was able to transfer many jobs would still ship.

    For the camera transfer to be considered robust, it needs to function:

        *  independent of constraints. (interest or no interest,
          animated constraint offsets etc)
        * anywhere in a heirachy. (must not fail due to an offset camera
          root.)
        * fov animation and roll need to transfer,

    extra stuff that would be beneficial but perhaps not vital.

        * optical distortion (lensshaders)
        * projection plane offsets and animation


as it stands this is the technique i know wont fail: duplicate the camera to be transfered. remove all transform animation, remove contraints, move it to the scene root. pose constrain it to the original camera. pose contrain a null infront of the original camera plot the animation of both remove the pose constraints then direction constrain the new camera to the new null. (copy roll animation if nessesary)

    that will now transfer to fusion and afx without issues.
    but to be quite honest i have better things to do with my life.

    sure i could write a script (and probably will... eventually), but
    this post if for the 1000's of artist users who cant script,
    and quite reasonably just expect this sort of thing to work.







    *Sam Cuttriss
    * Janimation 3D Aficionado


Alexander Hemery wrote:
    Hi Rob,

    how about exporting an ASCII Scene *.ASE format from MAX and then
    making a script in XSI parse that file and recreate a camera with
    those settings ?

    Alex.

    ----- Original Message ----- From: "Rob Wuijster"
    <rob(at)glassworksamsterdam.nl> <mailto:rob(at)glassworksamsterdam.nl>
    To: <XSI(at)Softimage.COM> <mailto:XSI(at)Softimage.COM>
    Sent: Thursday, November 29, 2007 4:21 PM
    Subject: 3dsmax camera's to xsi, possible??


    Hi all,

    Even with the new crosswalk v. 2.5 it's still not possible to
    export your camera's from 3dsmax to xsi.

    I've searched the web, found some tools (motionblur.it
    <http://motionblur.it>) but they don't work properly. I get the
    wrong FOV's, or the camera's are looking in the wrong direction,
    no interests etc.

    Is there something out there that does work? I managed to get the
    scene in with a combination of crosswalk and fbx for the
    geometry, but the camera's won't come in properly, not even with
    fbx.

--

    cheers,

Rob Wuijster
Glassworks Amsterdam
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