Hello,
Is it possible to take a craft simulation (4_Wheeler Ext) that was done in 3DS Max and bring the entire scene into Maya AND still retain the settings of the simulation? I'm being asked to do this at work. My gut feeling is that it CANNOT be done and that the whole thing would have to be re simulated. But I thought i would ask.
thanks in advance!
Robert
Taking a craft simulation from Max To Maya
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Re: Taking a craft simulation from Max To Maya
Hi Robert,
At the moment, this is not possible*. The rig can be brought from one host application to another but the animation, or the saved input data, is not included. The input data will be more accessible and open to manipulation in the future but we have to implement a way of giving the user a good visual representation of the data.
* The input data is saved with the scene during Save and if this information would remain intact when you convert/bring the scene from one host application to the other then you would still be able to use it but I don't know if there is a format that supports this or a conversion method that does.
At the moment, this is not possible*. The rig can be brought from one host application to another but the animation, or the saved input data, is not included. The input data will be more accessible and open to manipulation in the future but we have to implement a way of giving the user a good visual representation of the data.
* The input data is saved with the scene during Save and if this information would remain intact when you convert/bring the scene from one host application to the other then you would still be able to use it but I don't know if there is a format that supports this or a conversion method that does.
Re: Taking a craft simulation from Max To Maya
UPDATE:
I was able to take the animation over from Max to Maya via FBX import/export plug in. You choose what you want to export 9minus the 4-Wheeler EXT objects)...and in the export options, make sure you have checked the "Animation--------Baked Animation" boxes, and be sure the frame range you want is showing the dialog box. This will bake the animation of the linked objects.
Thanks,
Robert
I was able to take the animation over from Max to Maya via FBX import/export plug in. You choose what you want to export 9minus the 4-Wheeler EXT objects)...and in the export options, make sure you have checked the "Animation--------Baked Animation" boxes, and be sure the frame range you want is showing the dialog box. This will bake the animation of the linked objects.
Thanks,
Robert
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- Quality Assurance Consultant
- Posts: 438
- Joined: Mon Feb 25, 2008 12:59 pm
- Location: Gothenburg, Sweden
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Re: Taking a craft simulation from Max To Maya
I guess that brought over the animation but you can't resimulate or re-record anything, right? Maybe I misinterpreted your question because if you just wanted to bring over the animation then yes, baking the objects is the way to go, hehe. Or just use "Unplug" (in Craft Director Tools main window).Robertxyz wrote:UPDATE:
I was able to take the animation over from Max to Maya via FBX import/export plug in. You choose what you want to export 9minus the 4-Wheeler EXT objects)...and in the export options, make sure you have checked the "Animation--------Baked Animation" boxes, and be sure the frame range you want is showing the dialog box. This will bake the animation of the linked objects.
Thanks,
Robert
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