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a n d i a l i a s
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Andreas Schulz Durbusch
42 51503 Rösrath
Germany
Phone 02205 85204 Cell: 0173 2633893
http://www.andialias.de
One thing I noticed is that you should try to simplify your Maya scene as much as possible before attempting any export via FBX to Softimage.
I remember there were once issues with Sets in Maya in that an object would be exported once for each Set is was referenced from, and not just a single time,
which in turn took ages to import into Softimage. That could explain the bad performance you are getting.
In case you get it working I'd be interested in hearing how :-)
Stefan
> Andreas Schulz Durbusch 42 51503 Rᅵsrath Germany
> Phone 02205 85204 Cell: 0173 2633893
> http://www.andialias.de
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Andreas Schulzᅵᅵᅵᅵ Durbusch 42ᅵᅵᅵᅵ 51503 Rᅵsrathᅵᅵᅵᅵ Germany
Phone 02205 85204ᅵᅵᅵᅵ Cell: 0173 2633893
http://www.andialias.de
One thing i found with curves and FBX between maya and soft, is that
it doesn't like maya's 1-degree nurbs curves. Convert to bezier works
just fine, without changing shape.
cheers,
chrisg
> Andreas Schulz���� Durbusch 42���� 51503 R�srath���� Germany
> Phone 02205 85204���� Cell: 0173 2633893
> http://www.andialias.de
>
>
>
The Send To Maya, Send to *.3DSMax, whatever buttons in the
2012 versions of Maya and Soft seem to be broken or disconfigured
by default.
I had similar errors, where "send to" wouldn´t work as expected.
Exporting an *.fbx via the "Export *.fbx" for Softimage or the
"Export selected" for Maya produced correct results.
It seems the difference is, the "Send to" menu entries use a
cache file approach and have been tested mostly for particle
cache back and forth functionality, "adding or updating" existing
scenes.
The Crosswalk *.fbx import/export works as expected, defaulting to creating
a new scene containing all elements in an *.fbx, even thought "Animation" and
"xxx fps" have to be double checked.
Cheers
tim
P.S: How do you render curves in Maya? I know 3DS Max can, but Maya?
On 25.07.2011 20:43, Rob Wuijster wrote:
> Thanks for the replies!
>
> We're going to look into pointcaching the geo on the curves, to see if that can be imported into SI. It's a SI<>Maya<>Maxjuggling job ;-)
>>> Andreas Schulz Durbusch 42 51503 Rösrath Germany
>>> Phone 02205 85204 Cell: 0173 2633893
>>> http://www.andialias.de
>>
>>
>
On 27.07.2011 01:23, Raffaele Fragapane wrote:
> The ability to render curves is part of a rendering engine primitives
> support, so if you use MRay or PRMan and have the shaders to do it it's a
> non-issue. When you render hair in XSI, in example, you are rendering MIHair
> primitives, which are just curve primitives (or riCurves in PRMan).
Thanks for the info. Now that you point it out, I remember a former
colleague really happy rendering Nurbs Curves with his new PRMan license.
Cheers,
tim
>>> \/-------------\/-------------**---\/
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>>>>> ------------------------------**-
>>>>> a n d i a l i a s
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>>>>> ------------------------------**-
>>>>> Andreas Schulz Durbusch 42 51503 R�srath Germany