One feature i would have loved to see implemented across the board of
autodesk products (apart from Alembic which should really just be a new
standard by now...) is the heat map algorithm. in theory, is this that
difficult to implement in Soft and Max ? apparently it was made by a bunch
of students checking up on heat distribution algorithm papers for designing
old radiators.

http://www.youtube.com/watch?v=aCBx8MjEvvo

On paper it looks like the best shit ever, so we of the CHR Dep wanted to
use it to test characters for deformation in maya pre rigging. trouble was,
apparently its extremely susceptible, and i'm not quite sure to what,
topology, mesh density... but in any case a Lead at rigging scripted a
small ui allowing us to just bypass most of the checks, making the tech
actually usable, and it worked great... until we realised that it actually
pops vertices slightly away from their initial position... in fairness we
used a script to access these capabilities so maybe that caused the
problem, i doubt it but there was tampering, maybe someone else has had
more controled experiences with Heat mapping, like i said before it still
seems like a really useful addition,


On 8 January 2014 10:52, Tim Leydecker <[email protected]> wrote:

> Using a 3DSMax rigged sample character scene from the UDK docs,
> I made a roundtrip through Maya and Softimage using the *.fbx format.
>
> I didn´t try to export any rig controls, just a "human" rig.
>
>
> It´s worth checking to have the latest *.fbx version installed and
> using an export preset that seems applicable, I think I resorted to
> "Autodesk Media Entertainment 2012 bla" (im on 2012´s).
>
> I can´t say if that was the best way but that roundtrip worked.
>
> I ended up with Maya/3DSMax/Softimage each having the rigged, animated
> character in a scene.
>
> In my case, there was some nuisance with the BIPED rig getting interpreted
> as a second rig
> the character is rigged to in Softimage, I had to delete that biped in XSI
> to get back to
> similar results as in 3DSMax, leaving only the rig meant for export - it
> is likely that was
> my export settings or selection settings. I had straight results going
> from Maya to Softimage.
>
> Cheers,
>
>
> tim
>
>
> On 07.01.2014 23:58, Steven Caron wrote:
>
>> this thread is some what well timed... i am in maya right now. i need to
>> get a mesh and its skin/envelope into softimage. i did not rig this object
>> and i don't know enough about
>> maya to try and understand it through inspection. in softimage i would
>> select the mesh, then select the deformers from envelope, then key frame
>> those objects and remove the
>> constraints on them in mass with 'remove all constraints'
>>
>> is NONE of that doable in maya? cause i am having a hell of a time
>> figuring it out.
>>
>> s
>>
>

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