  | | | XSI & Maya compatibility | XSI & Maya compatibility 2005-04-23 - By Ovidiu Halmagean
Back Thanks guys, Ovi
__ GENIUS FILM Ovidiu Halmagean Producer __ ____ ____ ______ P/F: +40256432266 M: + 40723288990 ovi@(protected) www.geniusfilm.com www.genius3d.com www.genius2d.com
-- --Original Message-- -- From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf Of Brad Friedman Sent: 23 April 2005 18:44 To: XSI@(protected) Subject: Re: XSI & Maya compatibility
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 --- Unsubscribe? Mail Majordomo@(protected) with the following text in body: unsubscribe xsi
--- Unsubscribe? Mail Majordomo@(protected) with the following text in body: unsubscribe xsi
|
|
 |