Nice!
Thanks for sharing your workflow David!

2014-03-11 18:51 GMT+01:00 David Gallagher <[email protected]>:

>
> I've done a lot of exporting. I use slightly earlier versions of Maya and
> Softimage for maximum animator compatibility, so maybe this is easier with
> later versions of Softimage/Maya. It takes me DAYS to transfer everything
> perfectly for our AnimSchool rigs. And it sort of works -- for the
> important parts. The envelope and shapes. They come over exactly matching.
> But you have to do it in bits and pieces. Don't expect the control rig to
> carry over effortlessly. You have to recreate IK chains.
>
> Jack Kao has done some of this too for AnimSchool and might have better
> workflows.
>
> I purposely use things in Softimage I know I can transfer/recreate easily
> in Maya.
>
> My workflow is to use .xsi for the heirarchy. You'll need to recreate the
> control rig using those parts.
>
> For the envelope, sometimes it only works by isolating the envelope and
> exporting JUST the object and the deformers ONLY in a flattened heirarchy.
> I'm not sure why that is. Select the envelope/s, then select all the
> deformers (Select Deformer from Envelope). Unparent all those. Group them
> all under a new transform group. So they are all flattened.
> Export that via .xsi
> CrossWalk>Export to Maya.
> Use .xsi 5.0 binary. Everyting else seems to crash.
> Import into a fresh Maya scene.
> Save the weights using Comet's Save Weights.
> Get a list of the deformers
> Open up your main Maya rig file and import the weights.
>
> For the shapes, the .xsi will include shapes, but I delete them because
> they are not connected to objects.
> So I use this tool for exporting all the shapes as separate objects.
> (attached)
> Turn off/down your undo before using this tool. It will eat all the memory
> otherwise.
> Select the shapes in the explorer you want to export, then Shape>
> CopySelectedShapeKeyInNewModel
> It creates a ton of objects. Export them to Maya and make them all
> blendshapes to the object.
>
> Once everything is up and working in Maya, I can make edits in Softimage,
> and just export positions for matching or new shapes/envelope weights.
>
> I use a script for making the maya scene (all selected objects) match all
> the positions from the exported Softimage heirarchy (via fbx or .xsi):
> (in worldspace)
>
> string $selected[]=`ls -sl`;
>
> for($x=0; $x<size($selected); ++$x){
>
> string $fbxVersion = ("yourNamespace:" + $selected[$x]);
>
> print $fbxVersion;
>
> float $translate[3]=`xform -q -rp -ws $fbxVersion`;
>
> move -a -ws -rpr $translate[0] $translate[1] $translate[2] $selected[$x];
>
> float $rotation[3]=`xform -q -rotation -ws $fbxVersion`;
>
> rotate -a -ws $rotation[0] $rotation[1] $rotation[2] $selected[$x];
>
> };
>
>
> or sometimes the local space works better.
>
> string $selected[]=`ls -sl`;
>
> for($x=0; $x<size($selected); ++$x){
>
> string $fbxVersion = ("yourNamespace:" + $selected[$x]);
>
> print $fbxVersion;
>
> float $translate[3]=`xform -q -t $fbxVersion`;
>
> move -a -ls $translate[0] $translate[1] $translate[2] $selected[$x];
>
> float $rotation[3]=`xform -q -rotation -os $fbxVersion`;
>
> rotate -a -os $rotation[0] $rotation[1] $rotation[2] $selected[$x];
>
> };
>
>
>
> I use some scripts for listing all the constraints and expressions in
> Softimage. Then I reformat them to be like mel commands.
> I think Eric Thivierge wrote those for me. Thanks Eric!
>
>
>
>
>
> On 3/11/2014 4:57 AM, Nicolas Esposito wrote:
>
>> Hi guys,
>>
>> Since I'm not a Maya user I would like to ask you a couple of things
>> regarding exporting a rigged character from Softimage to Maya.
>>
>> I'm using Species and there is already a video on how to export the rig
>> to Maya, but, even using Gear rig or a custom one, it is possible to export
>> the shadow rig as well?
>>
>> My few attempts on send a rig to Maya, or send a rig from Maya to
>> Softimage resolved always into Softimage crashing ( 2013 x64 no SP ), so I
>> was force to delete everything on the rig, except just the skeletal rig and
>> the meshes, without any shadow rig/controllers
>>
>> So, anyone succesfully ported a rig from Softimage to Maya, or if in
>> Maya, in order to have the shadow rig, you just have to built it from
>> scratch, or use one of Maya tools in order to generate the shadow rig (
>> similar to Softimage? )
>>
>> Cheers
>>
>> Nicolas
>>
>
>

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