View Full Version : Fbx
01 January 2006, 09:17 AM
im an old EI user who has not used it in anger since v04, mainly because of having to use maya at work. I still long for those massive polycounts with low render times so i was wondering how good the fbx support between maya and EI is, i need to get camareas and geo between apps very accuratly. will it exchange cameras under nulls or with offsets. i would love to hear that ei has stopped falling behind.
01 January 2006, 01:14 PM
there was a how too in 3d world this mouth about transferring form maya to ei though fbx. take a look at it. issue 74 next issue out on the 31st of jan so you better hop to it if you want a look. it is not a very big article but it is there. the export 80k poly from maya to EI and the render difference was so speedy. 2:40 for maya 1:15 for EI. don't think it told you about cameras or lights but you could just use dummy geo's for that and then match up in EI.
sorry that this was not much help.
01 January 2006, 05:04 PM
The FBX support is being revised & tweaked continuously as EI gets in more samples. Right now it's pretty good. Certain unusual design choices that Alias/Kadara made make some things a challenge. So far the implementation is better than Lightwave and as good as C4D. I suggest you send EI some test files.
02 February 2006, 09:26 PM
FBX in EIAS is very amazing with Maya and Motionbuilder. It's really hot. Too bad, Alias doesn't know it :)
Maya cameras with it's camera view visible in EI's camera viewport and ready to go.
Extremely smooth with no arcane setup or reordering. This is what AE 7 needed.
The animation curves and objects are superflous and in sync.
My special passion is UV's right now. This blow the hinges off the texturing mapping controls for characters, ultra control on all editing with Maya. I can render complex texture really fast.
02 February 2006, 10:02 PM
could you let me know how a maya camera under nulls with offsets perform, this will clinch weather i upgrade
02 February 2006, 04:16 PM
Good question. There are some issues with cameras parented to other objects. Specifically, in MotionBuilder, cameras always have the ability to remain "right side up" regardless of any inherited parent rotation. EI doesn't have this ability at the moment. It's basically related to the (very complex :eek: ) nature of computing the ultimate transformation matrix. It also has to do with the fact that MotionBuilder cameras use position and yaw/pitch/roll whereas EI cameras (internally) use position and reference and roll. (Lots of complicated math going on here).
To solve this, the EI FBX implementation automatically orphans all camera objects and computes absolute position and reference and roll. The resulting camera movement is visually the same as it was in the source app but the hierarchy is different. As far as workflow goes, you can bring your camera movement in no problem but if you want to edit it, you may find it easier to re-import the motion data for the camera in the source app. Of course you can always change the resulting cameras motion path as you always have done.
02 February 2006, 11:22 PM
I've been noticing many apps have a save as or export FBX format.
Will EIAS eventually add this also?
02 February 2006, 11:33 PM
That's the plan.
02 February 2006, 07:50 AM
My special passion is UV's right now. This blow the hinges off the texturing mapping controls for characters, ultra control on all editing with Maya. I can render complex texture really fast
Here's a follow-up post to my UV interest. So now that my character's UV are layed out I can paint the surface in Zbrush. I render in EIAS. All I do is save the map from Zbrush and click "Replace Image" in EIAS.
Very fast update.
Pupil Paint Ruff
02 February 2006, 07:50 AM
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