Re: xsi to maya

Date : Fri, 04 Jan 2008 16:51:27 +0100
To : XSI(at)Softimage.COM
From : Guy Rabiller <guy.rabiller(at)tek2shoot.com>
Subject : Re: xsi to maya

> ../.. Did I mention Collada, doesn't work between XSI and Maya ../..
> ../.. BAD, VERY BAD... edit the collada xml file to fix it. I automated this
> , as I found collada Maya format and XSI collada ARE NOT COMPATIBLE ../..


Understand what COLLADA is really supposed to address: COLLADA is meant to be a digital asset exchange standard, not a cross-application 'converter'.

I would still recommand the COLLADA pathway though, because the trick is to provide 'Conditioners' to convert custom items to the target application at load / save time. This allows to not worry about the file format in itself, but on what to convert and how to convert it from/for a specific application.

Take a look at the last COLLADA summit paper to better understand the process ( http://www.khronos.org/developers/library/2007_collada_summit/COLLADA-Summit_(500KB).pdf ).

You even have a Refinery available with plugin support on sourceforge ( http://sourceforge.net/projects/colladarefinery ).

The logical path would be to do what you did ( editing the XML file ) through 'Conditioners' ( http://collada.org/mediawiki/index.php/Category:COLLADA_conditioners ). COLLADA is not meant to provide conversion, and vendors who sell COLLADA implementations and API try to embed various conditioners to answer the needs, but its a dangerous path if you don't have access to these conditioners, if you can't edit them or plug yours.

Idealy, dcc tools ( 3d applications ) should provide a way for us to plug custom conditioners, not trying to convert their items for every other 3d applications in arbitrary ways.

When you say 'Maya format and XSI collada are not compatible', of course they are not, because both vendors use custom items not (yet?) 'standardised' by the COLLADA standard or not directly compatible between the applications ( so ultimately a conversion is needed where applicable ), but they are saved in a standard file format with a standard metastructure, and that's the important point for now. Standardised items though, should be loaded correctly. If you have/create/buy custom Conditioners, then you'll be able to correctly load /save custom items.

The point is to have a standard asset file format exchange, at least. Once you have that, you can concentrate on the conversion part.

For example, you could export from XSI to COLLADA to a file '*.xsi.dae', then use the Refinery with custom Conditioner plugins to convert some items to Maya and save the result to a new file '*.maya.dae'. Or you could directly integrate those converted elements in the same file and save the result as a 'unversal' '*.col' so you would have a file that is, this time, fully compatible between the two applications.

Ultimately, each application would convert those item at load time through custom conditioners hosted by the application, rather than to embed custom converted datas for every applications ( unless too application specific to be converted or both are needed by a third application/custom tool ).

For this to work, dcc tools companies should stop trying to provide infinite variations of importers/exporters/convertors/whatelse.., and start to fully support this COLLADA industry standard, and most importantly, provide openess and support for *Conditioners*.

--
guy rabiller | cg r&d manager (at) tek2shoot / def2shoot (.com)




Raffaele Scaduto-Medola a Ãcrit :
Hi Alastair,

I was originally suprised as I couldn't get it to work. But eventually I did. Having said that I wouldn't recomend this setup (unless your are really stumped)... but it does work.
I use XSI-> collada -> maya to transfer fully rigged characters from XSI to Maya.


I did this for a 3D realtime engine we are develloping on a specific platform (with converter only supported on Maya).
The main steps are...


1 - Bake/plot animation transforms for influences on a complex XSI rig (any rigging is fine).

2 - strip out the influences, reparent them according to a simple FK hiearchy (or your liking... mine is coded to read an xml descriptor file ... because everyone should be using xml).
And re-apply the animation to your influences.


3 - export out a collada file out of XSI.

4 - BAD, VERY BAD... edit the collada xml file to fix it. I automated this, as I found collada Maya format and XSI collada ARE NOT COMPATIBLE.
I metioned this to both softImage, and Feeling software, and got a positive response back from Soft, leading me to beleive Feeling Software, does not really care to make Collada truely cross platform.


5 - Import into Maya, voila.


Did I mention Collada, doesn't work between XSI and Maya.
This needs to be fixed, but so far I haven't heard any response from the Maya/Autodesk camp on this. Its regrettable because it can be made to work.


Since the collada file is xml based it can be fixed. I did it by hacking it, and it was very painfull exercise in xml parsing and replacing tokens, and for some reason some of the animation coming into Maya is still lossy. Also mind you my characters were game resolution, not gigapoly,
or supped up rez.


Not a very pretty solution for a software that is supposed work between all major softwares. And I hope the Collada group looks at this MAJOR problem, or at least someone at Feeling Software gives a call to someone at SoftImage.
I will be trying to use the .xsi transfer format for my next attempt.


Cheers,
RSM





On Wed, 2 Jan 2008, Alastair wrote:

Hello

This has probably been covered before but I wasn't paying attention. Has anyone successfully used crosswalk to get an enveloped character from xsi to maya?

I haven't so any advice would be gratefully received. I have a 5 trillion polygon character made up of millions of separate bits so using any sort of shape baking procedure is probably out of the question. As usual I am testing out the principal simply on a sphere and a 3 bone chain. I have tried all 5 export optopns in the export to maya option under crosswalk My incompetence is taking me by surprise. Can anyone help?



--

Alastair Hearsum


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