XSI & Maya compatibility 2005-04-26 - By Brad Friedman
Back 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: >unsubscribe xsi > > >--- >Unsubscribe? Mail Majordomo@(protected) with the following text in body: >unsubscribe xsi > >
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta content="text/html;charset=ISO-8859 (See http://ISO-8859.ora-code.com)-1" http-equiv="Content-Type"> <title></title> </head> <body bgcolor="#ffffff" text="#000000"> 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.<br> <br> Technically, its a feasible pipeline. 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. It doesn't have any of the motion capture capabilities of MB. 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 & 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 <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 & 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"><xsibrad@(protected)></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 & 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 @(protected)">Majordomo@(protected)</a> with the following text in body: unsubscribe xsi
</pre> </blockquote> <pre wrap=""><!---->--- Unsubscribe? Mail <a class="moz-txt-link-abbreviated" href="mailto:Majordomo @(protected)">Majordomo@(protected)</a> with the following text in body: unsubscribe xsi
--- Unsubscribe? Mail <a class="moz-txt-link-abbreviated" href="mailto:Majordomo @(protected)">Majordomo@(protected)</a> with the following text in body: unsubscribe xsi </pre> </blockquote> <br> </body> </html>
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