Re: Textured maya model to softimage (MR), keeping textures linked to base shader.....

2014-11-03 Thread Morten Bartholdy
We usually get texture links across but the important bit is to use shaders
that are common between the two and use input ports which work in both Maya
and Soft. As I recall usually Phong or Lambert and diffuse inputs will
work.

Morten




Den 1. november 2014 kl. 14:28 skrev Rob Wuijster r...@casema.nl:

 
 Is there a quick (and easy way) to move a textured Maya (2014) model with
 MR shading/texturing to Softimage?
 I don't have access to the more advanced way of working with Polytrans or
 whatever atm, so I have to do with the basic tools.
 
 So far all tools like FBX and Crosswalk fail to move over basic shading
 with textures linked, and I end up with all geo shaded with Phong and no
 texture links :-\
 
 Any tips? It's quite an elaborate model/texture job, so to start with
 imported geo and have at least the textures linked would be preferable.
 Changing shaders isn't the worst part ;-)
 
 
   --
   cheers!
   Rob
   \/-\/\/
 
 


globally offloading referenced models

2014-11-03 Thread Matt Morris
Hi,

is there any way to globally offload a scene's referenced models without an
original scenetoc to use? Or stop the scene from trying to load any ref
models?

I have a scene which crashes on 'installing ref models' every time and
doesn't have a scenetoc, tried merging, loading without viewport active,
renaming the models in the model folder, just can't get it to load, and the
backups all have the same problem...

Cheers,
Matt



-- 
www.matinai.com


Re: Friday Flashback #195

2014-11-03 Thread David Saber
oah! this case rocks. If I was you I would remove the books and use it 
as a PC case


Re: globally offloading referenced models

2014-11-03 Thread Alan Fregtman
You could create the scntoc, couldn't you? Just have to get the model names
right.

Furthermore, you should try the options in Preferences in the Data
Management section under the Scene Debugging tab. You can disable stuff,
like Disable all geometry operators on load, and try to open your corrupt
file. Quite often it will work. (Of course the deformers appear messed up
as they don't eval, but you might be able to get something out of it.)



On Mon Nov 03 2014 at 4:50:49 PM Matt Morris matt...@gmail.com wrote:

 Hi,

 is there any way to globally offload a scene's referenced models without
 an original scenetoc to use? Or stop the scene from trying to load any ref
 models?

 I have a scene which crashes on 'installing ref models' every time and
 doesn't have a scenetoc, tried merging, loading without viewport active,
 renaming the models in the model folder, just can't get it to load, and the
 backups all have the same problem...

 Cheers,
 Matt



 --
 www.matinai.com



RE: globally offloading referenced models

2014-11-03 Thread Matt Lind
make sure you have all the required plugins and shaders installed or else 
you’ll get all sorts of problems like this.

Next on the list of things to try is activate all levels of script logging and 
verbosity you can, and make sure to dump it out to a script log on your hard 
drive (.log).  then load the scene.  hopefully something will be dumped to the 
log you can work with such as an error or warning message indicating the 
problem.

I would write a few simple event scripts to dump the model names and actions 
attempted as the scene is being loaded.  You can use the information to 
incrementally build a new .scntoc file and offload the model(s) that give you 
problems.  This, of course, would be iterative.

To isolate the problem of being a graphics issue vs. a data integrity issue, 
try loading the scene using xsibatch.exe instead.  If it doesn’t crash, you can 
save the scene to generate a .scntoc so you can offload your models when 
loading with xsi.exe.


Matt