Maya to FBX to XSI with skeleton/weights 2005-06-08 - By Eric Lampi
Back David,
I was using FBX just about a week or two ago, and I came to a conclusion... It's slow and it sucks!
You will get much better, faster results using DotXSI.
I have no idea how well it imports skeletons, but it seemed that everything I used it for it worked flawlessly.
Eric
--- "McLeod, David" <david.mcleod@(protected)> wrote:
> Hello, > > I'm having trouble importing an FBX file (with > skeleton and envelope weights > intact) into XSI 4.2. > > The FBX file was exported from Maya 6.0 and even > though I've tried every > combination of settings the only way I've been able > to keep the envelope > weights is if I use the "convert the bones to nulls" > option. > > I get a "no static kine pose" warning and a "non > conventional skeleton" > warning on import. I assume this is because it is > different to the > motionbulider/FBX default skeletons but I need to > keep the skeleton > structure as it is. > > I can save the weights as a preset from the "import > bones as nulls" model > and load them onto the "bones" model but I would > rather not have to do this. > > > I'd be very grateful if anyone can offer any > solutions or suggestions. > > --- > Unsubscribe? Mail Majordomo@(protected) with the > following text in body: > unsubscribe xsi >
Freelance 3-D Animator, F/X Artist, Particle Man --- Unsubscribe? Mail Majordomo@(protected) with the following text in body: unsubscribe xsi
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