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View Full Version : Modo -> Softimage - maintain local coordinates?


paulrus
11-15-2009, 12:06 AM
Sorry for crossposting this, but I'm hoping between the Modo forum and the Softimage forum, someone will have an answer.

I have a model that was created by a Modo artist. We've always used LWO and Point Oven to get things from Modo to XSI. However in this particular case I need the model to maintain all of it's local coordinates.

It's made up of hundreds of objects and I need every single object to keep it's local Y axis. When I use Point Oven to bring the LWO in, it sets all coordinates to global 0,0,0.

Does anyone have any experience going from Modo to Softimage and maintaining the local coordinates of all objects?

Thanks,

Paul

Phil Lawson
11-15-2009, 11:13 AM
In modo, have you froze all the items position, rotation and scale values?

paulrus
11-15-2009, 06:47 PM
As far as we can tell, it doesn't make a difference. Modo seems to always export every object with it's pivot set to global 0,0,0. So the local and global axis' are identical when they're brought into XSI.

Makes an animation with hundreds of objects - all of which need to be animated on their local axis - nearly impossible without a ton of work.

oktawu
11-16-2009, 09:11 AM
a technique i used to use with great success in this sort of scenario, not
necessarily with modo, is to export ur objects as one.
mind u, the uvs and materials are retained in the process.
the ideas is to lay the uvs out in the individual pieces, so they dont overlap
when the object is combined.
in xsi, merge all objects into one, keeping the merge op live, and exporting a single obj
and the afferent mdd sequence.
back in modo, all u need to do is assign shaders on different material groups, based
on the objs shading groups that come from xsi, named accordingly.
beyond this, updating it is just a matter of reloading ur mdd.
no more fuss with dealing with dozens of objects.
i used to use this technique with maya, and wrote a couple of scripts to ease my process.
but it works the same in any app.
the only drawback is that u need quite a large uvmap to encompass all the detail in the objects.

paulrus
11-16-2009, 10:03 AM
Thanks but we were talking about local transforms, not UVs. I need the pivot points to remain in the correct place, not move to global 0,0,0.

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