Theoretically, sort of, practically, not really.
You can get a linearly skinned mesh bound to a hierarchy of nulls with
simple relationships across relativelly well, which moves the transfer
threshold from pure geo caches one step upstream to the distinction between
animation and deformation rig, assuming the deformation rig is simple.

Sparsely keyed animation on a rig of any complexity, no, not really, and
even if you could it's tantamount felony to rig exactly the same way in
Maya and XSI as you pay hefty price, or can comfortably do things, in each
that are almost diametrically opposite on the performance scale.

On Thu, Mar 28, 2013 at 10:51 AM, Simon Pickard <[email protected]>wrote:

> Are we at a stage yet where we can move characters that are rigged with
> animation from one package to another?
>
> Or am I dreaming.
>
> Regards,
> Simon
>



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