Re: Hard edges from Maya to Softimage

2015-04-13 Thread Tim Leydecker
 For best I/O between Softimage and Maya, autotriangulation
should definitely
be off.


Cheers,


tim

Am 12.04.2015 um 11:09 schrieb Martin:
> I only get a normal cluster, so visually it is the same but
the edges are not marked (no blue edges).
>
> I'll try different options and FBX versions just in case.
Maybe something had changed in newer versions.
>
> Although it is visually the same, the problem with this
normal cluster is that it is very fragile if you need to
change topology and do some other things after that. Also any
script reading hard edges won't work. Also you can't add hard
edges because this cluster overrides everything. I'm not sure
how much this could affect the output to a game data format
but the biggest problem is that my client just won't accept a
normal cluster instead normal hard edges.
>
> The easiest solution I found was to disconnect hard edges
in Maya, and in SI, select border edges, mark them as hard
and merge. Easily scriptable. Not quite the same but close
enough.
>
> The problem is when I don't have the original Maya data and
only have an FBX and/or a SI data with user normal cluster. I
though it wouldn't be that hard to convert somehow that
cluster to edges, but it seems it is.
>
> Martin
> Sent from my iPhone
>
>> On 2015/04/12, at 17:17, Tim Leydecker mailto:bauero...@gmx.de>> wrote:
>>
>> Maybe I don´t get the question properly but for the
following, it seems to work:
>>
>> In Maya, create Polysphere, select some edges, go to
Normals>Harden Edge
>>
>> Export the sphere using *.fbx, in the *.fbx export options
under Geometry, make
>> sure that "Smoothing Groups" is ticked on and Tangents and
Binormals is on, too.
>>
>> IIRC, in the *.fbx export options, those setting can
sometimes be ticked off from a preset.
>>
>> In Softimage, go to File>Import>Import FBX...
>>
>> In my little test using Maya 2014/Softimage2014 and *.fbx
plug-in version 2014.1 (release 214447),
>> the sphere came in fine into Softimage, showing the hard
edge rings created in Maya correctly.
>>
>>
>> Cheers,
>>
>> tim
>>
>>
>>> Am 12.04.2015 um 00:46 schrieb Matt Lind:
>>> Technically speaking, hard edges is just a special case
of normal cluster where the specific normals associated with
the edges are not smoothed via smoothing/discontinuity/etc...
They are left in their original raw state (perpendicular to
surface).  You do not need to create "hard edges" to have the
same end result of faceted edges on the mesh.  You only need
to know which normals in the normal cluster should be
interpolated vs. not.
>>>
>>> Normals live on samples (or 'polygon nodes' for the
specific case of polygon meshes), which are the original
unshared vertices of the mesh.  If you want to preserve hard
edges coming from Maya, you'll need to keep track of the
sample indices and make sure they don't change during the
transition.  If the samples change order, then your backup
plan is to record the vertex index and polygon index together
in Maya and pass that along as metadata to Softimage as
that'll be needed to identify which sample on a vertex should
be flagged for hard edges (because each vertex in Softimage
has multiple samples).
>>>
>>> If polygon indices change too, then the only brute force
method available is to unshared all the edges of the mesh in
Maya to force the vertices to be unique so when you get them
over to Softimage it'll be easy to identify and flag...but of
course unsharing on it's own will force hard edges on all the
unshared edges so in some ways will defeat the purpose.
>>>
>>> An alternate non brute force method (if all the indices
keep shifting around) is to apply a vertex color property or
UVW texture projection and record the edge flags there, then
have a plugin in Softimage read that data and apply the hard
edges.  A little clunky, but perfectly functional as I'm
pretty sure vertex colors and texture UV

Re: Hard edges from Maya to Softimage

2015-04-13 Thread Martin Yara
n't work. Also you
>> can't add hard edges because this cluster overrides everything. I'm not
>> sure how much this could affect the output to a game data format but the
>> biggest problem is that my client just won't accept a normal cluster
>> instead normal hard edges.
>> >
>> > The easiest solution I found was to disconnect hard edges in Maya, and
>> in SI, select border edges, mark them as hard and merge. Easily scriptable.
>> Not quite the same but close enough.
>> >
>> > The problem is when I don't have the original Maya data and only have
>> an FBX and/or a SI data with user normal cluster. I though it wouldn't be
>> that hard to convert somehow that cluster to edges, but it seems it is.
>> >
>> > Martin
>> > Sent from my iPhone
>> >
>> >> On 2015/04/12, at 17:17, Tim Leydecker  wrote:
>> >>
>> >> Maybe I don´t get the question properly but for the following, it
>> seems to work:
>> >>
>> >> In Maya, create Polysphere, select some edges, go to Normals>Harden
>> Edge
>> >>
>> >> Export the sphere using *.fbx, in the *.fbx export options under
>> Geometry, make
>> >> sure that "Smoothing Groups" is ticked on and Tangents and Binormals
>> is on, too.
>> >>
>> >> IIRC, in the *.fbx export options, those setting can sometimes be
>> ticked off from a preset.
>> >>
>> >> In Softimage, go to File>Import>Import FBX...
>> >>
>> >> In my little test using Maya 2014/Softimage2014 and *.fbx plug-in
>> version 2014.1 (release 214447),
>> >> the sphere came in fine into Softimage, showing the hard edge rings
>> created in Maya correctly.
>> >>
>> >>
>> >> Cheers,
>> >>
>> >> tim
>> >>
>> >>
>> >>> Am 12.04.2015 um 00:46 schrieb Matt Lind:
>> >>> Technically speaking, hard edges is just a special case of normal
>> cluster where the specific normals associated with the edges are not
>> smoothed via smoothing/discontinuity/etc... They are left in their original
>> raw state (perpendicular to surface).  You do not need to create "hard
>> edges" to have the same end result of faceted edges on the mesh.  You only
>> need to know which normals in the normal cluster should be interpolated vs.
>> not.
>> >>>
>> >>> Normals live on samples (or 'polygon nodes' for the specific case of
>> polygon meshes), which are the original unshared vertices of the mesh.  If
>> you want to preserve hard edges coming from Maya, you'll need to keep track
>> of the sample indices and make sure they don't change during the
>> transition.  If the samples change order, then your backup plan is to
>> record the vertex index and polygon index together in Maya and pass that
>> along as metadata to Softimage as that'll be needed to identify which
>> sample on a vertex should be flagged for hard edges (because each vertex in
>> Softimage has multiple samples).
>> >>>
>> >>> If polygon indices change too, then the only brute force method
>> available is to unshared all the edges of the mesh in Maya to force the
>> vertices to be unique so when you get them over to Softimage it'll be easy
>> to identify and flag...but of course unsharing on it's own will force hard
>> edges on all the unshared edges so in some ways will defeat the purpose.
>> >>>
>> >>> An alternate non brute force method (if all the indices keep shifting
>> around) is to apply a vertex color property or UVW texture projection and
>> record the edge flags there, then have a plugin in Softimage read that data
>> and apply the hard edges.  A little clunky, but perfectly functional as I'm
>> pretty sure vertex colors and texture UVW coordinates are properly
>> converted.
>> >>>
>> >>> Matt
>> >>>
>> >>>
>> >>>
>> >>>
>> >>>
>> >>>
>> >>>
>> >>> Date: Sat, 11 Apr 2015 19:31:06 +0900
>> >>> From: Martin Yara 
>> >>> Subject: Hard edges from Maya to Softimage
>> >>> To: "softimage@listproc.autodesk.com"
>> >>> 
>> >>>
>> >>> Hi list,
>> >>> Is there any way to export hard edges from Maya to Softimage as hard
>> edges
>> >>> (not normal clusters) ?
>> >>> I though about getting a list of edges from Maya, but when I import
>> the
>> >>> data in Softimage the edge numbers change and differs from Maya.
>> Vertex
>> >>> indexes are the same though.
>> >>>
>> >>> Or better, is there any way to convert those normal clusters to hard
>> edges?
>> >>>
>> >>> I have to convert character scene files from Maya to Softimage and
>> right
>> >>> now I'm redoing all the hard edges in Softimage and it is quite time
>> >>> consuming.
>> >>>
>> >>> Thanks
>> >>>
>> >>> Martin
>> >
>>
>>
>
>


Re: Hard edges from Maya to Softimage

2015-04-13 Thread Tim Leydecker
 created in Maya correctly.
>>
>>
>> Cheers,
>>
>> tim
>>
>>
>>> Am 12.04.2015 um 00:46 schrieb Matt Lind:
>>> Technically speaking, hard edges is just a special case of
normal cluster where the specific normals associated with the
edges are not smoothed via smoothing/discontinuity/etc... They are
left in their original raw state (perpendicular to surface).  You
do not need to create "hard edges" to have the same end result of
faceted edges on the mesh.  You only need to know which normals in
the normal cluster should be interpolated vs. not.
>>>
>>> Normals live on samples (or 'polygon nodes' for the specific
case of polygon meshes), which are the original unshared vertices
of the mesh.  If you want to preserve hard edges coming from Maya,
you'll need to keep track of the sample indices and make sure they
don't change during the transition.  If the samples change order,
then your backup plan is to record the vertex index and polygon
index together in Maya and pass that along as metadata to
Softimage as that'll be needed to identify which sample on a
vertex should be flagged for hard edges (because each vertex in
Softimage has multiple samples).
>>>
>>> If polygon indices change too, then the only brute force
method available is to unshared all the edges of the mesh in Maya
to force the vertices to be unique so when you get them over to
Softimage it'll be easy to identify and flag...but of course
unsharing on it's own will force hard edges on all the unshared
edges so in some ways will defeat the purpose.
>>>
>>> An alternate non brute force method (if all the indices keep
shifting around) is to apply a vertex color property or UVW
texture projection and record the edge flags there, then have a
    plugin in Softimage read that data and apply the hard edges.  A
little clunky, but perfectly functional as I'm pretty sure vertex
colors and texture UVW coordinates are properly converted.
>>>
>>> Matt
    >>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> Date: Sat, 11 Apr 2015 19:31:06 +0900
>>> From: Martin Yara mailto:furik...@gmail.com>>
>>> Subject: Hard edges from Maya to Softimage
>>> To: "softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>"
>>> mailto:softimage@listproc.autodesk.com>>
>>>
>>> Hi list,
>>> Is there any way to export hard edges from Maya to Softimage
as hard edges
>>> (not normal clusters) ?
>>> I though about getting a list of edges from Maya, but when I
import the
>>> data in Softimage the edge numbers change and differs from
Maya. Vertex
>>> indexes are the same though.
>>>
>>> Or better, is there any way to convert those normal clusters
to hard edges?
>>>
>>> I have to convert character scene files from Maya to Softimage
and right
>>> now I'm redoing all the hard edges in Softimage and it is
quite time
>>> consuming.
>>>
>>> Thanks
>>>
>>> Martin
>






Re: Hard edges from Maya to Softimage

2015-04-13 Thread Martin Yara
samples).
> >>>
> >>> If polygon indices change too, then the only brute force method
> available is to unshared all the edges of the mesh in Maya to force the
> vertices to be unique so when you get them over to Softimage it'll be easy
> to identify and flag...but of course unsharing on it's own will force hard
> edges on all the unshared edges so in some ways will defeat the purpose.
> >>>
> >>> An alternate non brute force method (if all the indices keep shifting
> around) is to apply a vertex color property or UVW texture projection and
> record the edge flags there, then have a plugin in Softimage read that data
> and apply the hard edges.  A little clunky, but perfectly functional as I'm
> pretty sure vertex colors and texture UVW coordinates are properly
> converted.
> >>>
> >>> Matt
> >>>
> >>>
> >>>
> >>>
> >>>
> >>>
> >>>
> >>> Date: Sat, 11 Apr 2015 19:31:06 +0900
> >>> From: Martin Yara 
> >>> Subject: Hard edges from Maya to Softimage
> >>> To: "softimage@listproc.autodesk.com"
> >>> 
> >>>
> >>> Hi list,
> >>> Is there any way to export hard edges from Maya to Softimage as hard
> edges
> >>> (not normal clusters) ?
> >>> I though about getting a list of edges from Maya, but when I import the
> >>> data in Softimage the edge numbers change and differs from Maya. Vertex
> >>> indexes are the same though.
> >>>
> >>> Or better, is there any way to convert those normal clusters to hard
> edges?
> >>>
> >>> I have to convert character scene files from Maya to Softimage and
> right
> >>> now I'm redoing all the hard edges in Softimage and it is quite time
> >>> consuming.
> >>>
> >>> Thanks
> >>>
> >>> Martin
> >
>
>


Re: Hard edges from Maya to Softimage

2015-04-12 Thread Tim Leydecker
 edges so in some ways will defeat the purpose.
>>>
>>> An alternate non brute force method (if all the indices keep shifting 
>>> around) is to apply a vertex color property or UVW texture projection and 
>>> record the edge flags there, then have a plugin in Softimage read that data 
>>> and apply the hard edges.  A little clunky, but perfectly functional as I'm 
>>> pretty sure vertex colors and texture UVW coordinates are properly 
>>> converted.
>>>
>>> Matt
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> Date: Sat, 11 Apr 2015 19:31:06 +0900
>>> From: Martin Yara 
>>> Subject: Hard edges from Maya to Softimage
>>> To: "softimage@listproc.autodesk.com"
>>> 
>>>
>>> Hi list,
>>> Is there any way to export hard edges from Maya to Softimage as hard edges
>>> (not normal clusters) ?
>>> I though about getting a list of edges from Maya, but when I import the
>>> data in Softimage the edge numbers change and differs from Maya. Vertex
>>> indexes are the same though.
>>>
>>> Or better, is there any way to convert those normal clusters to hard edges?
>>>
>>> I have to convert character scene files from Maya to Softimage and right
>>> now I'm redoing all the hard edges in Softimage and it is quite time
>>> consuming.
>>>
>>> Thanks
>>>
>>> Martin
>



Re: Hard edges from Maya to Softimage

2015-04-12 Thread Martin
I only get a normal cluster, so visually it is the same but the edges are not 
marked (no blue edges).

I'll try different options and FBX versions just in case. Maybe something had 
changed in newer versions.

Although it is visually the same, the problem with this normal cluster is that 
it is very fragile if you need to change topology and do some other things 
after that. Also any script reading hard edges won't work. Also you can't add 
hard edges because this cluster overrides everything. I'm not sure how much 
this could affect the output to a game data format but the biggest problem is 
that my client just won't accept a normal cluster instead normal hard edges.

The easiest solution I found was to disconnect hard edges in Maya, and in SI, 
select border edges, mark them as hard and merge. Easily scriptable. Not quite 
the same but close enough.

The problem is when I don't have the original Maya data and only have an FBX 
and/or a SI data with user normal cluster. I though it wouldn't be that hard to 
convert somehow that cluster to edges, but it seems it is.

Martin
Sent from my iPhone

> On 2015/04/12, at 17:17, Tim Leydecker  wrote:
> 
> Maybe I don´t get the question properly but for the following, it seems to 
> work:
> 
> In Maya, create Polysphere, select some edges, go to Normals>Harden Edge
> 
> Export the sphere using *.fbx, in the *.fbx export options under Geometry, 
> make
> sure that "Smoothing Groups" is ticked on and Tangents and Binormals is on, 
> too.
> 
> IIRC, in the *.fbx export options, those setting can sometimes be ticked off 
> from a preset.
> 
> In Softimage, go to File>Import>Import FBX...
> 
> In my little test using Maya 2014/Softimage2014 and *.fbx plug-in version 
> 2014.1 (release 214447),
> the sphere came in fine into Softimage, showing the hard edge rings created 
> in Maya correctly.
> 
> 
> Cheers,
> 
> tim
> 
> 
>> Am 12.04.2015 um 00:46 schrieb Matt Lind:
>> Technically speaking, hard edges is just a special case of normal cluster 
>> where the specific normals associated with the edges are not smoothed via 
>> smoothing/discontinuity/etc... They are left in their original raw state 
>> (perpendicular to surface).  You do not need to create "hard edges" to have 
>> the same end result of faceted edges on the mesh.  You only need to know 
>> which normals in the normal cluster should be interpolated vs. not.
>> 
>> Normals live on samples (or 'polygon nodes' for the specific case of polygon 
>> meshes), which are the original unshared vertices of the mesh.  If you want 
>> to preserve hard edges coming from Maya, you'll need to keep track of the 
>> sample indices and make sure they don't change during the transition.  If 
>> the samples change order, then your backup plan is to record the vertex 
>> index and polygon index together in Maya and pass that along as metadata to 
>> Softimage as that'll be needed to identify which sample on a vertex should 
>> be flagged for hard edges (because each vertex in Softimage has multiple 
>> samples).
>> 
>> If polygon indices change too, then the only brute force method available is 
>> to unshared all the edges of the mesh in Maya to force the vertices to be 
>> unique so when you get them over to Softimage it'll be easy to identify and 
>> flag...but of course unsharing on it's own will force hard edges on all the 
>> unshared edges so in some ways will defeat the purpose.
>> 
>> An alternate non brute force method (if all the indices keep shifting 
>> around) is to apply a vertex color property or UVW texture projection and 
>> record the edge flags there, then have a plugin in Softimage read that data 
>> and apply the hard edges.  A little clunky, but perfectly functional as I'm 
>> pretty sure vertex colors and texture UVW coordinates are properly converted.
>> 
>> Matt
>> 
>> 
>> 
>> 
>> 
>> 
>> 
>> Date: Sat, 11 Apr 2015 19:31:06 +0900
>> From: Martin Yara 
>> Subject: Hard edges from Maya to Softimage
>> To: "softimage@listproc.autodesk.com"
>> 
>> 
>> Hi list,
>> Is there any way to export hard edges from Maya to Softimage as hard edges
>> (not normal clusters) ?
>> I though about getting a list of edges from Maya, but when I import the
>> data in Softimage the edge numbers change and differs from Maya. Vertex
>> indexes are the same though.
>> 
>> Or better, is there any way to convert those normal clusters to hard edges?
>> 
>> I have to convert character scene files from Maya to Softimage and right
>> now I'm redoing all the hard edges in Softimage and it is quite time
>> consuming.
>> 
>> Thanks
>> 
>> Martin
> 



Re: Hard edges from Maya to Softimage

2015-04-12 Thread Tim Leydecker
Maybe I don´t get the question properly but for the following, it seems 
to work:


In Maya, create Polysphere, select some edges, go to Normals>Harden Edge

Export the sphere using *.fbx, in the *.fbx export options under 
Geometry, make
sure that "Smoothing Groups" is ticked on and Tangents and Binormals is 
on, too.


IIRC, in the *.fbx export options, those setting can sometimes be ticked 
off from a preset.


In Softimage, go to File>Import>Import FBX...

In my little test using Maya 2014/Softimage2014 and *.fbx plug-in 
version 2014.1 (release 214447),
the sphere came in fine into Softimage, showing the hard edge rings 
created in Maya correctly.



Cheers,

tim


Am 12.04.2015 um 00:46 schrieb Matt Lind:
Technically speaking, hard edges is just a special case of normal 
cluster where the specific normals associated with the edges are not 
smoothed via smoothing/discontinuity/etc... They are left in their 
original raw state (perpendicular to surface).  You do not need to 
create "hard edges" to have the same end result of faceted edges on 
the mesh.  You only need to know which normals in the normal cluster 
should be interpolated vs. not.


Normals live on samples (or 'polygon nodes' for the specific case of 
polygon meshes), which are the original unshared vertices of the 
mesh.  If you want to preserve hard edges coming from Maya, you'll 
need to keep track of the sample indices and make sure they don't 
change during the transition.  If the samples change order, then your 
backup plan is to record the vertex index and polygon index together 
in Maya and pass that along as metadata to Softimage as that'll be 
needed to identify which sample on a vertex should be flagged for hard 
edges (because each vertex in Softimage has multiple samples).


If polygon indices change too, then the only brute force method 
available is to unshared all the edges of the mesh in Maya to force 
the vertices to be unique so when you get them over to Softimage it'll 
be easy to identify and flag...but of course unsharing on it's own 
will force hard edges on all the unshared edges so in some ways will 
defeat the purpose.


An alternate non brute force method (if all the indices keep shifting 
around) is to apply a vertex color property or UVW texture projection 
and record the edge flags there, then have a plugin in Softimage read 
that data and apply the hard edges.  A little clunky, but perfectly 
functional as I'm pretty sure vertex colors and texture UVW 
coordinates are properly converted.


Matt







Date: Sat, 11 Apr 2015 19:31:06 +0900
From: Martin Yara 
Subject: Hard edges from Maya to Softimage
To: "softimage@listproc.autodesk.com"


Hi list,
Is there any way to export hard edges from Maya to Softimage as hard 
edges

(not normal clusters) ?
I though about getting a list of edges from Maya, but when I import the
data in Softimage the edge numbers change and differs from Maya. Vertex
indexes are the same though.

Or better, is there any way to convert those normal clusters to hard 
edges?


I have to convert character scene files from Maya to Softimage and right
now I'm redoing all the hard edges in Softimage and it is quite time
consuming.

Thanks

Martin





Re: Hard edges from Maya to Softimage

2015-04-11 Thread Matt Lind
Technically speaking, hard edges is just a special case of normal cluster 
where the specific normals associated with the edges are not smoothed via 
smoothing/discontinuity/etc...  They are left in their original raw state 
(perpendicular to surface).  You do not need to create "hard edges" to have 
the same end result of faceted edges on the mesh.  You only need to know 
which normals in the normal cluster should be interpolated vs. not.


Normals live on samples (or 'polygon nodes' for the specific case of polygon 
meshes), which are the original unshared vertices of the mesh.  If you want 
to preserve hard edges coming from Maya, you'll need to keep track of the 
sample indices and make sure they don't change during the transition.  If 
the samples change order, then your backup plan is to record the vertex 
index and polygon index together in Maya and pass that along as metadata to 
Softimage as that'll be needed to identify which sample on a vertex should 
be flagged for hard edges (because each vertex in Softimage has multiple 
samples).


If polygon indices change too, then the only brute force method available is 
to unshared all the edges of the mesh in Maya to force the vertices to be 
unique so when you get them over to Softimage it'll be easy to identify and 
flag...but of course unsharing on it's own will force hard edges on all the 
unshared edges so in some ways will defeat the purpose.


An alternate non brute force method (if all the indices keep shifting 
around) is to apply a vertex color property or UVW texture projection and 
record the edge flags there, then have a plugin in Softimage read that data 
and apply the hard edges.  A little clunky, but perfectly functional as I'm 
pretty sure vertex colors and texture UVW coordinates are properly 
converted.


Matt







Date: Sat, 11 Apr 2015 19:31:06 +0900
From: Martin Yara 
Subject: Hard edges from Maya to Softimage
To: "softimage@listproc.autodesk.com"


Hi list,
Is there any way to export hard edges from Maya to Softimage as hard edges
(not normal clusters) ?
I though about getting a list of edges from Maya, but when I import the
data in Softimage the edge numbers change and differs from Maya. Vertex
indexes are the same though.

Or better, is there any way to convert those normal clusters to hard edges?

I have to convert character scene files from Maya to Softimage and right
now I'm redoing all the hard edges in Softimage and it is quite time
consuming.

Thanks

Martin 



Hard edges from Maya to Softimage

2015-04-11 Thread Martin Yara
Hi list,
Is there any way to export hard edges from Maya to Softimage as hard edges
(not normal clusters) ?
I though about getting a list of edges from Maya, but when I import the
data in Softimage the edge numbers change and differs from Maya. Vertex
indexes are the same though.

Or better, is there any way to convert those normal clusters to hard edges?

I have to convert character scene files from Maya to Softimage and right
now I'm redoing all the hard edges in Softimage and it is quite time
consuming.

Thanks

Martin