View Full Version : Import / Export Woes
Nemises 07-15-2002, 10:58 PM Hi guys and gals!
I spent a fruitless night last night trying to track down two things:
- Need to export from Maya to 3ds Max an object.
Searched around, ended up trying the maya2Alias export utility to get it as a DXF and then importing that, but it comes out all over the place :/
There is Movetools from Lambsoft that says it can export to .3ds , but its allso $1200 US !
Has anyone managed to move an object from Maya to Max?? (reason being, I want to Brazil render an orbit of a model for display purposes). Maya can import .3ds , but Max cant import .Mb or .Ma as far as I can tell :(
Any help??
- The project I am working on is planning on getting capture data from a Motion Analysis system (.HTR).
Dominatrix for Maya will import .HTR data, but I cannot find an Import utility for 3DS MAX that will!. The reason being, I want to manage my blends in Charactor Studio (MUCH better than Maya can do), but move the finalised data to Maya for integration into the scene/rigging.
If anyone has any experience with either of the above, I would be very greatfull for your help ... I wouldnt normally ask on a board like this, but I have spent hours searching with no results.
Many thanks :).
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LFShade
07-16-2002, 12:09 AM
For transfer of geometry only, just export from Maya as .obj, and use the Obj2Max plugin from Habware to bring it into Max.
Getting your mocap data across could be painful. It would be simpler if you didn't require Character Studio, because you could just use the Filmbox plugins to get skeletal motion across directly from Maya to Max. But since your whole purpose is to do motion editing & blending in CS, the path is a rough one. A quickie search on Google doesn't turn up any HTR-BVH direct converters. I did, however, find some intermediate converters that may or may not screw up your animation data beyond recognition.
Here (http://motionrealityinc.com/software/) is an HTR to Acclaim (ASF/AMC) mocap converter, here (http://www.cs.wisc.edu/graphics/Courses/cs-838-2000/Students/kretz/Project2.htm) is the source code for an Acclaim to BVH converter, and here (http://www.accad.ohio-state.edu/%7Emlewis/Mocap/) you can find a Perl script which converts BVH motion capture data to a MEL script, which will re-create the BVH skeleton in Maya (I assume complete with animation). With a little perseverance and a boatload of luck you could theoretically use these to go from HTR to Acclaim, Acclaim to BVH, bring it into Character Studio and do your blends, etc., export it as BVH from there, and use the BVH->MEL convertor to get the motion into Maya.
I don't recall whether or not CS imports Acclaim data directly. If so, things will be much easier as you can skip the frightening "Acclaim->BVH" step (which apparently requires compiling the source code for the converter first:surprised:).
Best of luck to you in any case, sounds like you'll need it:wavey:
Nemises
07-16-2002, 01:34 AM
haha...Simple when you see how ;)
Unfortunately, the HDR2ASFAMC util bluescreens on my XP box.
Boy, that'd be quite a miracle if the data stayed cogent through that whole process, but I GREATLY appreciate the time you took to formulate that reply :):):)
I have probably invested about 6 hours of net-searching time on this HDR into CS problem, and I think I'm just about at the end of what's searchable.
I must admit, I'm surprised the CS motioncapture import utility doesn't handle a relatively common (in the top 3) motion capture file type.
Maya can import .BIP data (via Dominatrix), so the path back is simple.
Still, the search continues!..:thumbsup:
LFShade
07-16-2002, 03:06 AM
Nemesis, check your private messages. The battle's not lost yet!
If you haven't found a solution yet, you should see if Life Forms, from http://www.credo-interactive.com/ can help you out. You could use that program as a go-between between 3ds max and Maya since it supports a wide number of motion capture formats and can convert motion capture formats.
I imagine the way to go about it will be to import whatever format you have it in from Maya and map the motion onto a .bvh skeleton that is Character Studio ready. Not all .bvh skeletons are Character Studio ready, but you can make one in Life Forms by loading up a sample .bvh mocap file that you know works with Character Studio and then simply erase all the animation on it and then load the animations you want from Maya onto that skeleton. Simple
They have a 20 day time limited demo on their website, so you can try it out and see if it will do the job for you.
sam
Nemises
07-16-2002, 10:48 PM
Nice,
Thanks Sam, I will be sure to check it out.
I guess I just am surprised you need to buy fancy plugins to simply use what I had assumed were industry standard file formats...
I'dve thought it would be in Discreets best interests to support them natively :/ (Like Alias|Wavefront do)
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