LOL @ Rob - great advice - in fact that IS what we did here too - most of the guys who cam here on the animation side come from Maya backgrounds - it is only the riggers who are Softimage based - it is pretty easy to get animators up to speed really quickly in Softimage.
S. Sandy Sutherland<mailto:[email protected]> | Technical Supervisor [http://triggerfish.co.za/en/wp-content/uploads/udf_foundry/images/logo.png] <http://triggerfish.co.za/en> [http://static.ak.fbcdn.net/rsrc.php/v2/ym/x/lFV-lsMcC_0.png] <http://www.facebook.com/triggerfishanimation> [https://si0.twimg.com/a/1349296073/images/resources/twitter-bird-white-on-blue.png] <http://www.twitter.com/triggerfishza> ________________________________ From: [email protected] [[email protected]] on behalf of Rob Chapman [[email protected]] Sent: 29 November 2012 11:34 To: [email protected] Subject: Re: Pointcache workflow Hi Nick, sod the interop, instruct the Maya animators that they are to be animating in Softimage. am positive that if the rig is up to scratch they would not mind, the majority of the freelance animators at AKA have come straight from a Maya gig and they just request have the dilemma of having to switch on the Maya keyboard layout or not best, Rob On 29 November 2012 02:51, Nick Angus <[email protected]<mailto:[email protected]>> wrote: Hi folks, I am after a bit of advice on a pointcache pipeline, as we seem to be only able to regularly secure the services of Maya animators and riggers we have decided for now to keep that side of things Maya oriented. I am thinking of building a basic publishing system that takes a model and exports it to FBX on completion, the fbx is then split into Softimage for Shading/Fur/look dev. The FBX is also imported into maya for rigging. The Asset would then appear as one in our publishing system, but the animation team would be importing a Maya file to work with and the Lighters would be referencing an emdl into Softimage. This is just where my head is at right now anyway, my goal then would be to geo cache out of Maya. The problem I am striking is the workflow to then apply the cache, I am sure it is scriptable but it it seems that manually you must apply it to one object at a time. I would be really keen to hear from how other people (if any) are doing this, it seems the simplest way in my mind as you are never transferring geo or shaders. Of course this workflow requires every object to be animated via bones or clusters so there is animation data getting to the points… Sorry for the long winded post, but this is the best place I can think of to ask these questions… Cheers, Nick

