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XSI & Maya compatibility

XSI & Maya compatibility

2005-04-26       - By Brad Friedman

 Back
Reply:     <<     11     12     13  

I would think a choice like that would depend more on your artist
availability than anything else.  Finding MB animators in enough
quantity and quality to get a 3d feature done could be tricky.  Also,
finding support staff and TDs in XSI who are comfortable with MB in
their pipeline also sounds tricky.  If your budget includes significant
dedicated training time for your staff, then maybe you can make it work
and convert people when you need them.

Technically, its a feasible pipeline.  Its the staffing of such a
pipeline that would worry me.

BTW, if you are evaluating external animation packages, its probably
worth looking at SEGA Animanium as well.  It doesn't have any of the
motion capture capabilities of MB.  However its quite impressive at what
it does.

-brad

Ovidiu Halmagean wrote:

>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).  
>>---
>>Unsubscribe? Mail Majordomo@(protected) with the following text in body:
>>unsubscribe xsi
>>
>>
>>    
>>
>---
>Unsubscribe? Mail Majordomo@(protected) with the following text in body:
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>
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>


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I would think a choice like that would depend more on your artist
availability than anything else.&nbsp; Finding MB animators in enough
quantity and quality to get a 3d feature done could be tricky.&nbsp; Also,
finding support staff and TDs in XSI who are comfortable with MB in
their pipeline also sounds tricky.&nbsp; If your budget includes significant
dedicated training time for your staff, then maybe you can make it work
and convert people when you need them.<br>
<br>
Technically, its a feasible pipeline.&nbsp; Its the staffing of such a
pipeline that would worry me.<br>
<br>
BTW, if you are evaluating external animation packages, its probably
worth looking at SEGA Animanium as well.&nbsp; It doesn't have any of the
motion capture capabilities of MB.&nbsp; However its quite impressive at
what it does.<br>
<br>
-brad<br>
<br>
Ovidiu Halmagean wrote:
<blockquote
cite="mid200504260800.j3Q80CDR023935@(protected)"
type="cite">
 <pre wrap="">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 &amp;
Textures &amp; 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
<a class="moz-txt-link-abbreviated" href="mailto:ovi@(protected)">ovi
@(protected)</a>

<a class="moz-txt-link-abbreviated" href="http://www.geniusfilm.com">www
.geniusfilm.com</a>
<a class="moz-txt-link-abbreviated" href="http://www.genius3d.com">www.genius3d
.com</a>
<a class="moz-txt-link-abbreviated" href="http://www.genius2d.com">www.genius2d
.com</a>

-- --Original Message-- --
From: <a class="moz-txt-link-abbreviated" href="mailto:owner-xsi@(protected)"
>owner-xsi@(protected)</a> [<a class="moz-txt-link-freetext" href="mailto
:owner-xsi@(protected)">mailto:owner-xsi@(protected)</a>] On Behalf Of
ozu's mailbot
Sent: 26 April 2005 00:32
To: <a class="moz-txt-link-abbreviated" href="mailto:XSI@(protected)">XSI
@(protected)</a>
Subject: Re: XSI &amp; 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

<a class="moz-txt-link-abbreviated" href="mailto:takita@(protected)">takita
@(protected)</a> wrote:

 </pre>
 <blockquote type="cite">
   <pre wrap="">I think the obj exporter is fixed in 4.2, this will work.

-T


-- --Original Message-- --
From: Brad Friedman <a class="moz-txt-link-rfc2396E" href="mailto:xsibrad@(protected)
.us">&lt;xsibrad@(protected)&gt;</a>
Sent: Apr 23, 2005 10:44 AM
To: <a class="moz-txt-link-abbreviated" href="mailto:XSI@(protected)">XSI
@(protected)</a>
Subject: Re: XSI &amp; 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 <a class="moz-txt-link-abbreviated" href="mailto:Majordomo
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unsubscribe xsi


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