viper_07
05-17-2003, 07:29 AM
I heard about many like "model in LW, animating in max, render in XSI" or "mode li n X, animating in Y, render in Z" so how should I consider how to design the pipeline?
the reason i think of using multi-package is becus maya's non-linear animating system (trax) is too bad. XSI seems great. Kaydara motionbuilder seems excellent together with its human IK rig. and Max has humanIK rig too ( i can't find better rig in the market)
now i use maya to model, and i'm thinking whether to use it to animate or use XSI or MAX, and if so, i don't know how can I port the things to another package. i heard of polytrans and kaydara .fbx format which can translate quite a number of things. but any one has real expereince on that? will these extra translating workflow reduce the efiicieny? if so, why production house still use these multi-package approach?
and talking about rendering, what should be the workflow and limiatations? do i necceasrily need a TD to write I/O plugin? any commercial products will do the trick? (e.g. animate in maya, render in XSI mental ray) i also heard a generic method to write any simple plugin: to export models(e.g. obj) into a file frame by frame, that makes u got many big files, but the method works for all packages, becus the method is so simple and general. is it really feasible? and does it mean i will need to do materila, texture and rendering all in the same packages?
any idea?
the reason i think of using multi-package is becus maya's non-linear animating system (trax) is too bad. XSI seems great. Kaydara motionbuilder seems excellent together with its human IK rig. and Max has humanIK rig too ( i can't find better rig in the market)
now i use maya to model, and i'm thinking whether to use it to animate or use XSI or MAX, and if so, i don't know how can I port the things to another package. i heard of polytrans and kaydara .fbx format which can translate quite a number of things. but any one has real expereince on that? will these extra translating workflow reduce the efiicieny? if so, why production house still use these multi-package approach?
and talking about rendering, what should be the workflow and limiatations? do i necceasrily need a TD to write I/O plugin? any commercial products will do the trick? (e.g. animate in maya, render in XSI mental ray) i also heard a generic method to write any simple plugin: to export models(e.g. obj) into a file frame by frame, that makes u got many big files, but the method works for all packages, becus the method is so simple and general. is it really feasible? and does it mean i will need to do materila, texture and rendering all in the same packages?
any idea?
