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.


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________________________________
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


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