View Full Version : Softimage 2011 face robot to maya 2011
06-21-2010, 03:05 AM
So I am having a problem importing a solved head from soft image 2011 into Maya 2011. When the model is imported into Maya via the crosswalk .xsi importer, the camera, bone and skinning information seems to come through, but the mesh seems to have exploded every which way. Does anyone have a solution to this problem. I have a feeling it may have something to do with the normals, but I'm obviously not correct.
07-13-2010, 03:25 PM
Crosswalk won't do it because there is way too much custom stuff that it can't translate.
Once you use any of the first two methods below, you can then remove the rig to be sure that the "shape" is deforming the head and not the rig's deformers.
From the docs:
Overview of Exporting from Face Robot
You can export the finished animated face using one of these options. This lets you then import it into the main Softimage interface, Maya or another 3D software, or a games engine.
• A Point Oven MDD file: Point Oven is a commercial suite of plug-ins designed to bake vertex and fcurve data to transfer data between different 3D applications. See Exporting Point Oven Files (http://forums.cgsociety.org/ds771792.htm#Rds68183) for information.
• Plot XSI (Softimage) shapes: This plots each frame of the head's animation as Softimage shape animation. You can then select each head as a shape target.
• Game Export - Plotted Bones: Lets you prepare and export the head for importing into any 3D software package, and eventually into a games engine. See Exporting Game Rigs (Bones) (http://forums.cgsociety.org/face_export_ExportingGameRigs.htm#Rds71654) for information.
• Animation Export - Linked Shapes: Lets you prepare and export the head with shape animation for importing into Maya or the main Softimage interface. See Exporting Animation Rigs (Shapes) (http://forums.cgsociety.org/face_export_ExportingAnimationRigs.htm#Rds16148) for information.
07-13-2010, 03:25 PM
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