Maya > Softimage question : Animated Curves

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RHC WUIJSTER

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Jul 25, 2011, 9:30:26 AM7/25/11
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Is there somebody on the list who has experience with getting Maya stuff into Softimage?

I have this scene in Maya 2012 containing animated (renderable) curves, that should be moved into SI.
With the new "Send to.." option in 2012, Maya exports an FBX, but this doesn't import properly into SI 2012.
I get an empty scene with just a null containing the scene name. And importing the FBX manually takes ages to pre-process before SI finally starts doing something. Or crashes.
The FBX file is just fine when checked in the FBX converter tool.

If I select sets of curves manually in Maya, and 'update' to the SI scene, I get the curves in, but no animation.

It must be something to do the way the animation is added to the curves, and that doesn't seem to come across.
If people have some tips on this, it would really help.

Also, why are camera's always off when imported into SI? The camera is a basic HD format, but still FOV and size is off...

cheers,

rob



andialias

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Jul 25, 2011, 10:03:25 AM7/25/11
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Hi Rob,
The cameras are always off, when you use fbx - I saved my custom camera-preset and applied it after importing - cause its only the wrong preset it uses ( like NTSC or PAL...)
I Cant help you with the other stuff - why did you use Maya ? Sorry ;))
(I had also problems with converting and solved them by rebuilding the whole scene)
Cheers andy

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a n d i a l i a s
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http://www.andialias.de

Stefan Kubicek

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Jul 25, 2011, 10:29:07 AM7/25/11
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Haven't tried transporting curves from one app to the other, but getting the initial shapes over might work via EPS or IGES file formats.
As for animations, have you tried any of the common point cache formats?

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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Rob Wuijster

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Jul 25, 2011, 2:43:11 PM7/25/11
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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<>Max juggling job ;-)

After the latest meeting all the particle effects has been changed <sigh>, so if anyone has some tips on randomly generated maps for emission and geo transparency...
I found an old Vimeo tutorial on generating a fractal grow weightmap based on neighboring particles, so that might be a good starting point.

Rob

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Andreas Schulzᅵᅵᅵᅵ Durbusch 42ᅵᅵᅵᅵ 51503 Rᅵsrathᅵᅵᅵᅵ Germany
Phone 02205 85204ᅵᅵᅵᅵ Cell: 0173 2633893
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Chris Gardner

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Jul 25, 2011, 8:18:00 PM7/25/11
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Slightly tangental to the topic:

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
>
>
>

Tim Leydecker

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Jul 26, 2011, 6:06:35 AM7/26/11
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Hi Rob,

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
>>
>>
>

Raffaele Fragapane

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Jul 26, 2011, 7:23:30 PM7/26/11
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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).
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Tim Leydecker

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Jul 27, 2011, 3:22:43 AM7/27/11
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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

>>> \/-------------\/-------------**---\/

>>>>> ------------------------------**------------------------------**
>>>>> ------------------------------**-


>>>>> a n d i a l i a s

>>>>> ------------------------------**------------------------------**
>>>>> ------------------------------**-
>>>>> Andreas Schulz Durbusch 42 51503 R�srath Germany

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