XSI & Maya compatibility 2005-04-25 - By ozu's mailbot
Back Regardless of how "fixed" OBJ converters are, the OBJ format itself doesn't support gaps in the vertex and polygon ordering, so it will eventually change some of your models. Think of the following scenario:
starting with a cube (vertices 0,1,2,3,4,5,6,7 ), you delete two adjacent faces. If you pick the right ones, this might cause either XSI or Maya to create a gap in the point ordering, since neither package will force a re-indexing of the vertices. so you end up with a vertex list like this: 0,1,4,5,6,7 exported to OBJ which doesn't number the vertices, you get:
v 0,0,0 v 1,0,0 v 1,1,1 ...
Which when loaded in another package, since there are no hints to the gap in the ordering will create a vertex list numbered: 0,1,2,3,4,5. Voila!! instant re-ordering. The only workaround is to either force a re-ordering in Maya/XSI before export or to find a format that allows gaps in the point orders.
oO
takita@(protected) wrote:
>I think the obj exporter is fixed in 4.2, this will work. > >-T > > >-- --Original Message-- -- >From: Brad Friedman <xsibrad@(protected)> >Sent: Apr 23, 2005 10:44 AM >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). >--- >Unsubscribe? Mail Majordomo@(protected) with the following text in body: >unsubscribe xsi > > --- Unsubscribe? Mail Majordomo@(protected) with the following text in body: unsubscribe xsi
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