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View Full Version : Maya to Max using polytrans - which Rotation Interpolation?


anthonymcgrath
06-06-2003, 10:12 AM
top of the morning chaps n chapesses - Hope yer all suitably saturated with coffee this fine wet mornin (well - at least it is in the toon!)

quick question I'm hoping someone can help me out with here. We've done an animation in Maya and we wanna use polytrans to convert the animation to Max but we're having a few problems.

The first is that polytrans is importing it okay but is sampling the animation at every frame so the data is quite high.

Secondly, we used the polytrans keyframe optimisation tools and have had quite a play but it just isn't giving the results we need.

I need to know what type of Rotation Interpolation I should be using in Maya to convert it neatly to Max?

Should I be using Independent Euler-Angle Curves, Synchronised EulerAngle Curves or Synchronised Quaternian Curves? Max surely uses one of these but I aint quite sure which!

I was told that polytrans samples every frame because of the difference in Rotation Interpolation.

If anyone can help me out on this matter It'd be really appreciated and I'll send you a NurbSphere as a present!

cheers
ant
newc.

ps:
dont be surprised to find this query on other parts of the website and other websites for that matter!!! :D

EricChadwick
06-06-2003, 03:40 PM
Doesn't A/W have something about this buried on their website somewhere? I recall seeing a comparison of Maya and the other majors. Might be more of a marketing angle, but may have some comparisons there.

You could also try FBX or Deep Exploration. May do a better job.

http://www.kaydara.com/partners/sdk/fbx/index.php
http://www.righthemisphere.com/products/dexp/

antweiler
06-06-2003, 08:05 PM
Kaydaras .FBX format is definately the way to go. It resamples the animcurves anyway, so you can have your curves as you want. check the website

anti

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