I’ve had to do some of this – but that was a few years ago.

It was not easy to get things right – and at first the scenes looked FUBAR. The 
knowledgeable tech people on both platforms at the studio said it couldn’t be 
done – but in the end I got a perfect match between the lightwave and softimage 
scenes – so it definitely is possible – but it is a minefield.
If you aren’t already, make fullres screencaptures in wireframe/hiddenline and 
add framenumbers – and perhaps even embed camera transformation and fov data 
into the images – it never hurts to have some hard data to refer to, in the 
context of the current image/camera/frame – at least in the beginning while 
figuring things out.

I think I brought over camera parameters manually, and when animated, stored 
them as fcurves on dummy objects - those never fail to come across – while the 
camera itself often fails one way or other.

Scale of the scene – well you’re going from a system with real world units to 
one with abstract units – not sure how scale can be wrong if XSI doesn’t really 
have a scale? IMO, If it looks right in camera, it is right.

z-axis-up to y-axis-up, as well as one axis (x or z?) having to be negated is 
more problematic. This can seriously mess the transfer up, but in a predictable 
way.
In our case this was with envelopes/bones – so I also had to mess with the 
kinematic state of the envelopes, as well as normalize the envelope weights (by 
adding 0 weight to one deformer on all points – thank you very much xsi weight 
editor)
But I’d much rather use pointcaches to avoid this altogether – pointoven/mdd is 
a good bet – lightwave has them too.

Another one thing that took a long time to figure out – and which I was rather 
shocked about – was this:
exporting/importing the camera from LW back into LW through FBX was fine. 
Export/import from XSI into XSI was fine. But when going from Lightwave to XSI 
there was always a slight misalignment.
Believing that I/O wouldn’t change actual values, at first I didn’t want to 
modify values, but if I recall correctlt, I needed to add +1 to the x, y and z 
rotations of the camera (camera was fcurve animated – no interest, no 
constraints) , to really nail the camera to lineup.
I suspect the FBX importer in XSI was to blame – this was about 4 years ago, so 
perhaps it has been fixed in the meantime, but autodesk being autodesk, I 
wouldn’t assume anything.
So if you’re close but not quite perfect – double check those camera rotation 
values. (pitch, roll, bank – OMG! what were they thinking, camera’s don’t have 
to be little airplanes you know...)

anyways – in the end, taking these few issues into account, I scripted most of 
it, and got a perfect match for all shots I had to transfer - with fairly large 
and complex sets, intricate camera animations (moving around only, no animated 
fovs luckily) and a handful of characters. 

Hope it helps?






From: Paul Griswold 
Sent: Monday, February 25, 2013 8:04 PM
To: [email protected] 
Subject: From LW to Softimage - FBX scale?

Does anyone have any experience going from Lightwave to Softimage via FBX?

When I try, the scale of the scene comes in totally wrong and the camera's FOV 
also is totally wrong.

I've tried every version of FBX I can think of, but I get the same results.

Thanks,

Paul

Reply via email to