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 >> > >

