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View Full Version : Rigging a skeleton from XSI in Maya


Kittenchowmein
05-22-2008, 02:26 AM
Anyone here have any idea how to remove rotations on an XSI skeleton's bones before exporting it to Maya? I want to keep all my weights I've painted in XSI, and rig+animate my character in Maya.


When I draw Ik's on my skeleton made in XSI, it snaps the bones together and treats them like there is only one bone in the whole limb. I've completely weighted my enveloped/bound character in XSI and sent it into Maya, but now as I'm trying to rig it with simple IK handles it's acting weird; as soon as I draw the IK handle, it locks up the arm and treats it like there's only a single joint in the whole arm, or leg. Spline IK spine works fine, but not the limbs.


Thanks,
Kittenchowmein

curbsidebandit
05-24-2008, 10:48 PM
I’m not an experienced rigger but I don’t think you can export a rig from XSI to Maya. In Maya you have to setup the IK relationship, while XSI already has it setup in the bones with an effecter. I think most people would import the OBJ mesh into Maya, and then use Maya to rig. Maybe there is some third party program that allows you do this, but I don’t know.

Kittenchowmein
05-24-2008, 11:56 PM
I wanted to preserve my skin weights that I painted in XSI, so I actually used FBX, but there were rotations on the bones that I couldn't get rid of in XSI. What I ended up doing was exporting it into Maya, exporting my skin weights, detaching the skin, freezing transforms on the skeleton, then reattatching the skin and importing the skin weights.

Thanks for the suggestion!

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