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 > -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!

