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Skinning between Max and Maya
show user profile  herfst1
If I want to skin an object and export it to be used in Maya is there a format which will transfer the information?

Also, is there a preferred export type (FBX, OBJ)?
read 1476 times
8/26/2012 6:17:03 PM (last edit: 8/26/2012 6:17:03 PM)
show user profile  advance-software
collada or fbx
read 1470 times
8/26/2012 6:32:43 PM (last edit: 8/26/2012 6:32:43 PM)
show user profile  advance-software
no idea which works best in practice.
read 1470 times
8/26/2012 6:32:44 PM (last edit: 8/26/2012 6:33:49 PM)
show user profile  herfst1
I just tried and was able to transfer an FBX from Maya into Max, no problem. But it didn't have any skinning information.

Note: I don't have Maya, this file was sent to me, so there's a small chance the object wasn't skinned in the first place.

[edit] I did some searching online and read on CGTalk that FBX will transfer the skinning properties. Though I also read that some people had issues with the skinning messing up a bit. Might be an old issue that's been fixed by now; I always forget to check how long ago those questions were first asked.
read 1464 times
8/26/2012 6:36:33 PM (last edit: 8/26/2012 7:04:51 PM)
show user profile  herfst1
Hey all, so I thought there wouldn't be an issue... but there is.

I was able to load up the Maya FBX file in Max no problem. I created a simple asset and skinned it, worked fine. Exported it as an FBX (using the latest updates for FBX) and when the guy on the other end tried to open it on Maya 2011 and 2012 it came up with 3 errors:

1. Link node(s) is/are not part of the BindPose definition.
2. The following parent and/or ancestor node of the Link(s) is/are not part of the BindPose definition: "Maya_Skeleton." (the skeleton that was provided in the file)
3. The FBX Plug-in cannot find a match for an indexed color used in Maya for a display layer. It will be substituted by a new color.
The following display layers are affected: "Shirt." (the test asset I created).

Also apparently my diffuse and specular maps aren't showing up, and my model is, I quote, "All edge and weird looking," which I assume means the sub-division surfaces are effing up (which was probably my fault as I forgot to set them all to 1).

Has anyone successfully sent FBX files with skinning data between Max and Maya? Does anyone know a hotfix?
read 1436 times
8/29/2012 3:00:31 AM (last edit: 8/29/2012 3:02:12 AM)
show user profile  advance-software
try latest opencollada plugin installed for both packages & try that as an interchange format.

haven't tried it so might not get you any further but worth a shot.

another option :http://www.okino.com/conv/conv.htm

read 1430 times
8/29/2012 3:05:06 AM (last edit: 8/29/2012 3:06:19 AM)
show user profile  herfst1
I'll try collada out. That PolyTrans Pro program looks pretty nice as well - though I'm not about to fork out $350 for it just yet- not if collada works.

Anyway, thanks.
read 1417 times
8/29/2012 3:33:37 AM (last edit: 8/29/2012 3:33:37 AM)
show user profile  herfst1
Nope, just tried, collada is printing up the same errors.

read 1413 times
8/29/2012 3:52:57 AM (last edit: 8/29/2012 3:52:57 AM)
show user profile  advance-software
built in collada or OpenCOLLADA ?

those don't look like errors btw - a null losing geometry is hardly a problem. it doesn't have any.

http://opencollada.org/

read 1411 times
8/29/2012 3:55:29 AM (last edit: 8/29/2012 3:58:01 AM)
show user profile  herfst1
Ah, I was using the built in one. I'll give that Open one a try.

[edit] just exported it and got no warning prompts. Looks all good, I think.

Oh, and I'm an idiot, I should have realised that nulls won't have geometry when exported.
read 1402 times
8/29/2012 4:01:36 AM (last edit: 8/29/2012 4:08:09 AM)
show user profile  advance-software
don't know for certain but I'd expect better compatibility if you run the same tech at both ends.

i.e either autodesk collada for import/export

or opencollada at both ends.

the theory is that collada is a universal application neutral interchange format, but that's theory ...
read 1398 times
8/29/2012 4:11:02 AM (last edit: 8/29/2012 4:11:02 AM)
show user profile  herfst1
Thanks for the heads-up (and all your help). I sent him a message to install it on his end.
read 1391 times
8/29/2012 4:17:42 AM (last edit: 8/29/2012 4:17:42 AM)
show user profile  advance-software
welcome mate.
read 1389 times
8/29/2012 4:21:52 AM (last edit: 8/29/2012 4:21:52 AM)
show user profile  harmonic01
Hmm. I used FBX before and preserved skin/weighting no problem. Is "Deofrmed Models and Skins checked under "Deformed Models" drop down in FBX options during export? /edit (which is under Animation drop down)
read 1371 times
8/29/2012 12:03:02 PM (last edit: 8/29/2012 12:03:52 PM)
show user profile  advance-software
well, if the other options are getting you nowhere maybe it is worth giving polytrans a shot.

there's a demo :http://www.okino.com/conv/demos.htm

... which does watermark & drop some polys on purpose.

free is great if it works. commericial is the alternative if you need something that 'just works'.

haven't ever used polytrans either so this is all experimental, but in your position I'd try it if you've run out of other options.

you could also try asking on other boards - maybe there are other solutions.
read 1366 times
8/29/2012 12:12:21 PM (last edit: 8/29/2012 12:13:41 PM)
 
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