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XSI & Maya compatibility

XSI & Maya compatibility

2005-04-26       - By Rob Wuijster

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Reply:     <<     11     12     13  

I think it depends on what kind of animation you're gonna produce and
how quickly this has to be produced. If it's working with mocap, XSI has
some very strong tools to "massage" the mocap data in the Animation
Mixer, so there might be no reason to move from XSI to MotionBuilder and
back. Maybe you can give us some insights on working with MB instead of
XSI for animation, so we can look at pro's and con's.

Cheers,

rob

-- --Original Message-- --
From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf
Of Ovidiu Halmagean
Sent: Tuesday, April 26, 2005 12:15 PM
To: XSI@(protected)
Subject: RE: XSI & Maya compatibility

Guys, I am a producer so I am not into 3D very much. But since I produce
a 3D film now I must learn some of the basics and I must make a choice
in the package we'll be using mostly. So excuse me if I will ask some
stupid things
;) Is the following workflow realistic in any way ? Modeling, Riging &
Textures & Lights in XSI. Animation in Motion Builder since it looks
like the best choice at the moment as far as I understood and then back
to XSI for layout and render. Is this realistic at all or because of the
formats and conversion compromises this would not be reccomanded.? Thank
you, 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 ozu's mailbot
Sent: 26 April 2005 00:32
To: XSI@(protected)
Subject: Re: XSI & Maya compatibility

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).  
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