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XSI & Maya compatibility

XSI & Maya compatibility

2005-04-23       - By Brad Friedman

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just a thought:

a lot of folks have suggested using the .obj file export for getting
geometry from XSI to Maya.  A friend of mine just went through a project
in which he modeled in XSI and exported to Maya for others to rig and
finish.  It worked fine for simple models.  However, something along the
line was messing up the point order (he said it was the XSI obj exporter
though I've not confirmed that myself).  If you intend to use XSI for
maya blendshape modeling (XSI shape animation) this may be a problem for
you.  So you'd want to test this with the obj format.  If it does turn
out to be a problem, I'd turn to dotXSI or FBX format for a potential
remedy.  They might keep the point order constant through the process.

Also, I've gone through the process of modeling and then enveloping
(maya smooth bind skinning) a character in XSI, and moving it to Maya
via FBX format.  It worked well enough with some quick mel scripts to
fix some issues.  For example: xsi joints with neutral poses should
probably translate to maya joint orientations.  However, they don't get
passed through at all.  So you will need to swap the initial joint
rotations on import, with the joint orientation values (typically done
by maya riggers to zero out joint rotations).  There are scripts on
highend3d that will take care of this for you and minimize the tedium.

-brad
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