Re: xsi to maya
| Date : Fri, 04 Jan 2008 22:08:08 +0000 |
| To : XSI(at)Softimage.COM |
| From : Alastair <hearsum(at)glassworks.co.uk> |
| Subject : Re: xsi to maya |
|
I've got this to work but I think in a more simple
way than it must have seemed I meant in my original mail. I was only
interested in a one way plotted scenario from xsi to maya. In my
xsi_biped based ri g I removed all the neutral poses in the rig and the
enveloped animated character went across just fine using crosswalk. Thanks everyone for their advice Alastair Alastair Hearsum Head of 3D 33/34 Great Pulteney Street London W1F 9NP T:+44 (0)20 74341182 F:+44 (0)20 74341183 http://www.glassworks.co.uk http://www.glassworksamsterdam.nl
Andy Jones wrote: A good thing to be aware of if you're doing conversions between packages is that you can use .fbx to import just animation on top of a rig you've already brought over. This opens up the possibility to do manual fixes to a rig where like 90% of it comes over fine, and it would take longer to make a tool to get the remaining 10% every time than to just fix it once by hand and import just animation from then on. You just have to make sure your manipulators have the same transformation spaces, which is generally not too difficult to achieve. - Andy On 1/4/08, raffaele(at)turbolinea.com <mailto:raffaele(at)turbolinea.com> < raffaele(at)turbolinea.com <mailto:raffaele(at)turbolinea.com> > wrote: Hi Guy, thanx for the explanation on these "conditioner". >From what I had read, and when I attended the collada forum a siggraph a few years back, I was under the impression that the main goal was to provide a uniform way (at least initially simple) to provide an easy tool, save (rigged) assets to be used in multiple packages. But this hasn't happen yet... So I spent about a month hacking xml files and building my "replacement" tokens so I could use XSI (as my content creation package) and Maya (because the plugin I needed wason that platform. I was also very carefull to keep my modelling/texturing/uv/rig very simple and straight forward ( for the conversion). And as you said some of the attributes where in "application specific" attributes, not the common collada xml definitions. I would just like to hope, at some point someone a the chronos group, or whomever is in charge of this endeavour looks at the pratical every day TD task of usin! g Collada in production workflow. Or alternatively, someone at SoftImage (because I don't think Autodesk would), offer text document/production workflow list on how to use XSI (for content creation) -> Collada -> Maya output. Until then I will keep hacking xml files. Cheers, THX. RSM -------- Original Message -------- Subject: Re: xsi to maya From: Guy Rabiller < guy.rabiller(at)tek2shoot.com <mailto:guy.rabiller(at)tek2shoot.com> > Date: Fri, January 04, 2008 8:51 am To: XSI(at)Softimage.COM <mailto:XSI(at)Softimage.COM> |
- References:
- RE: xsi to maya
- From: raffaele(at)turbolinea.com
- Re: xsi to maya
- From: "Andy Jones" <andy(at)thefront.com>
- RE: xsi to maya
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