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XSI & Maya compatibility

XSI & Maya compatibility

2005-04-27       - By Bradley R. Gabe

 Back
Reply:     <<     11     12     13  

Moving animation data between apps in general isn't a problem. The real
trick to dealing with mocap, in any 3D app, is how you set up your
character rigs. In XSI, constraint offsets and pose constraints make these
kinds of animation transfers really easy.

-Brad

>Thank you guys. I will look into SEGA. Anyway, we do not need to use any
>kind of motion capture. The characters are some bugs and rats which move
>80% realistic like a real insect or rat. They are not "humanized" . So you
>say that importing MB animaton into XSI is not a problem technically ?
>Thanks, Ovi
>
>__
>
>GENIUS FILM
>Ovidiu Halmagean
>Producer
>__ ____ ____ ______
>P/F: +40256432266
>M:   + 40723288990
><mailto:ovi@(protected)>ovi@(protected)
>
>www.geniusfilm.com
><http://www.genius3d.com/>www.genius3d.com
>www.genius2d.com
>
>
>-- ---- --
>From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf
>Of Brad Friedman
>Sent: 26 April 2005 12:43
>To: XSI@(protected)
>Subject: Re: XSI & Maya compatibility
>
>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
><mailto:ovi@(protected)>ovi@(protected)
>
>www.geniusfilm.com
><http://www.genius3d.com>www.genius3d.com
>www.genius2d.com
>
>-- --Original Message-- --
>From: <mailto:owner-xsi@(protected)>owner-xsi@(protected)
>[mailto:owner-xsi@(protected)] On Behalf Of
>ozu's mailbot
>Sent: 26 April 2005 00:32
>To: <mailto:XSI@(protected)>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
>
><mailto:takita@(protected)>takita@(protected) wrote:
>
>
>>
>>I think the obj exporter is fixed in 4.2, this will work.
>>
>>-T
>>
>>
>>-- --Original Message-- --
>>From: Brad Friedman <mailto:xsibrad@(protected)><xsibrad@(protected)>
>>Sent: Apr 23, 2005 10:44 AM
>>To: <mailto:XSI@(protected)>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 <mailto:Majordomo@(protected)>Majordomo@(protected)
>>with the following text in body:
>>unsubscribe xsi
>>
>>
>>
>
>---
>Unsubscribe? Mail <mailto:Majordomo@(protected)>Majordomo@(protected)
>with the following text in body:
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>
>
>---
>Unsubscribe? Mail <mailto:Majordomo@(protected)>Majordomo@(protected)
>with the following text in body:
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>

<html>
<body>
Moving animation data between apps in general isn't a problem. The real
trick to dealing with mocap, in any 3D app, is how you set up your
character rigs. In XSI, constraint offsets and pose constraints make
these kinds of animation transfers really easy.<br><br>
-Brad<br><br>
<blockquote type=cite class=cite cite=""><font face="arial" size=2 color="
#000080">Thank
you guys. I will look into SEGA. Anyway, we do not need to use any kind
of motion capture. The characters are some bugs and rats which move 80%
realistic like a real insect or rat. They are not ”humanized” . So you
say that importing MB animaton into XSI is not a problem technically ?
Thanks, Ovi <br>
&nbsp;<br>
</font><font face="tahoma" size=2>__<br>
</font><font face="Times New Roman, Times">&nbsp;<br>
</font><font face="tahoma" size=2>GENIUS FILM<br>
Ovidiu Halmagean<br>
Producer<br>
__ ____ ____ ______<br>
P/F: +40256432266<br>
M:&nbsp;&nbsp; + 40723288990<br>
<a href="mailto:ovi@(protected)">ovi@(protected)</a> <br>
&nbsp;<br>
<a href="http://www.geniusfilm.com/" eudora="autourl">www.geniusfilm.com</a><br>
<a href="http://www.genius3d.com/">www.genius3d.com</a><br>
<a href="http://www.genius2d.com/" eudora="autourl">www.genius2d.com</a>
<br>
</font><font face="arial" size=2 color="#000080">&nbsp;<br>
<hr>
<div align="center"></font></div>
<font face="tahoma" size=2><b>From:</b> owner-xsi@(protected) [<a href=
"mailto:owner-xsi@(protected)" eudora="autourl">mailto:owner-xsi@(protected)
</a>] <b>On Behalf Of </b>Brad Friedman<br>
<b>Sent:</b> 26 April 2005 12:43<br>
<b>To:</b> XSI@(protected)<br>
<b>Subject:</b> Re: XSI &amp; Maya compatibility<br>
</font><font face="Times New Roman, Times">&nbsp;<br>
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: <br>
</font><br>
<pre><font face="Courier New, Courier" size=2>Guys, I am a producer so I am not
into 3D very much. But since I produce a</font></pre><font face="Courier New,
Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>3D film now I must learn some of
the basics and I must make a choice in the</font></pre><font face="Courier New,
Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>package we'll be using mostly. So
excuse me if I will ask some stupid things</font></pre><font face="Courier New,
Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>;) Is the following workflow
realistic in any way ? Modeling, Riging &amp;</font></pre><font face="Courier
New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>Textures &amp; Lights in XSI.
Animation in Motion Builder since it looks like</font></pre><font face="Courier
New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>the best choice at the moment as
far as I understood and then back to XSI</font></pre><font face="Courier New,
Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>for layout and render. Is this
realistic at all or because of the formats</font></pre><font face="Courier New,
Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>and conversion compromises this
would not be reccomanded.? Thank you, Ovi&nbsp; </font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>&nbsp;</font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>__</font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>&nbsp;</font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>GENIUS FILM</font></pre><font
face="Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>Ovidiu Halmagean</font></pre>
<font face="Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>Producer</font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>__ ____ ____ ______</font></pre>
<font face="Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>P/F: +40256432266</font></pre>
<font face="Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>M:&nbsp;&nbsp; + 40723288990<
/font></pre><font face="Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2><a href="mailto:ovi@(protected)
.com">ovi@(protected)</a> </font></pre><font face="Courier New, Courier"><
/font><br>
<pre><font face="Courier New, Courier" size=2>&nbsp;</font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2><a href="http://www.geniusfilm
.com/" eudora="autourl">www.geniusfilm.com</a></font></pre><font face="Courier
New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2><a href="http://www.genius3d.com"
>www.genius3d.com</a></font></pre><font face="Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2><a href="http://www.genius2d.com/
" eudora="autourl">www.genius2d.com</a> </font></pre><font face="Courier New,
Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>&nbsp;</font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>-- --Original Message-- --</font>
</pre><font face="Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>From: <a href="mailto:owner-xsi
@(protected)">owner-xsi@(protected)</a> [<a href="mailto:owner-xsi@(protected)
.com" eudora="autourl">mailto:owner-xsi@(protected)</a>] On Behalf Of</font><
/pre><font face="Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>ozu's mailbot</font></pre><font
face="Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>Sent: 26 April 2005 00:32</font><
/pre><font face="Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>To: <a href="mailto:XSI@(protected)
.com">XSI@(protected)</a></font></pre><font face="Courier New, Courier"></font
><br>
<pre><font face="Courier New, Courier" size=2>Subject: Re: XSI &amp; Maya
compatibility</font></pre><font face="Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>&nbsp;</font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>Regardless of how &quot;fixed
&quot; OBJ converters are, the OBJ format itself </font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>doesn't support gaps in the
vertex and polygon ordering, so it will </font></pre><font face="Courier New,
Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>eventually change some of your
models. Think of the following scenario:</font></pre><font face="Courier New,
Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>&nbsp;</font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>starting with a cube (vertices 0
,1,2,3,4,5,6,7 ), you delete two </font></pre><font face="Courier New, Courier">
</font><br>
<pre><font face="Courier New, Courier" size=2>adjacent faces. If you pick the
right ones, this might cause either XSI </font></pre><font face="Courier New,
Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>or Maya to create a gap in the
point ordering, since neither package </font></pre><font face="Courier New,
Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>will force a re-indexing of the
vertices. so you end up with a vertex </font></pre><font face="Courier New,
Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>list like this: 0,1,4,5,6,7
exported to OBJ which doesn't number the </font></pre><font face="Courier New,
Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>vertices, you get:</font></pre>
<font face="Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>&nbsp;</font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>v 0,0,0</font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>v 1,0,0</font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>v 1,1,1</font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>...</font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>&nbsp;</font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>Which when loaded in another
package, since there are no hints to the </font></pre><font face="Courier New,
Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>gap in the ordering will create a
vertex list numbered: 0,1,2,3,4,5. </font></pre><font face="Courier New,
Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>Voila!! instant re-ordering. The
only workaround is to either force a </font></pre><font face="Courier New,
Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>re-ordering in Maya/XSI before
export or to find a format that allows </font></pre><font face="Courier New,
Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>gaps in the point orders.</font><
/pre><font face="Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>&nbsp;</font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>oO</font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>&nbsp;</font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2><a href="mailto:takita@(protected)
.net">takita@(protected)</a> wrote:</font></pre><font face="Courier New,
Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>&nbsp;</font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>&nbsp; </font></pre><font face=
"Courier New, Courier"></font><blockquote type=cite class=cite cite=""><br>
<pre><font face="Courier New, Courier" size=2>I think the obj exporter is fixed
in 4.2, this will work.</font></pre><font face="Courier New, Courier"></font>
<br>
<pre><font face="Courier New, Courier" size=2>&nbsp;</font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>-T</font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>&nbsp;</font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>&nbsp;</font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>-- --Original Message-- --</font>
</pre><font face="Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>From: Brad Friedman <a href=
"mailto:xsibrad@(protected)">&lt;xsibrad@(protected)&gt;</a></font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>Sent: Apr 23, 2005 10:44 AM</font
></pre><font face="Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>To: <a href="mailto:XSI@(protected)
.COM">XSI@(protected)</a></font></pre><font face="Courier New, Courier"></font
><br>
<pre><font face="Courier New, Courier" size=2>Subject: Re: XSI &amp; Maya
compatibility</font></pre><font face="Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>&nbsp;</font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>just a thought:</font></pre><font
face="Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>&nbsp;</font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>a lot of folks have suggested
using the .obj file export for getting </font></pre><font face="Courier New,
Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>geometry from XSI to Maya.&nbsp;
A friend of mine just went through a project </font></pre><font face="Courier
New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>in which he modeled in XSI and
exported to Maya for others to rig and </font></pre><font face="Courier New,
Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>finish.&nbsp; It worked fine for
simple models.&nbsp; However, something along the </font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>line was messing up the point
order (he said it was the XSI obj exporter </font></pre><font face="Courier New
, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>though I've not confirmed that
myself).&nbsp; </font></pre><font face="Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>---</font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>Unsubscribe? Mail <a href="mailto
:Majordomo@(protected)">Majordomo@(protected)</a> with the following text in
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<pre><font face="Courier New, Courier" size=2>&nbsp;</font></pre><font face=
"Courier New, Courier"></font><br>
<pre><font face="Courier New, Courier" size=2>&nbsp;&nbsp;&nbsp; </font></pre>
<font face="Courier New, Courier"></font></blockquote><br>
<pre><font face="Courier New, Courier" size=2>---</font></pre><font face=
"Courier New, Courier"></font><br>
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<pre><font face="Courier New, Courier" size=2>&nbsp;</font></pre><font face=
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