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Face Robot Animation Export to Maya

4 REPLIES 4
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Message 1 of 5
Anonymous
1969 Views, 4 Replies

Face Robot Animation Export to Maya

Hi,
I have been doing some lyp-sync in Face Robot and I have exported my animated character back into Maya for further compositing. The rig has been exported all right but there is absolutely no animation. The play back range is missing about 22 frames and the green deformers (see screenshot) don't move any parts of my character.
I have been using video tutorials on editing and tuning in Face Robot unfortunately they don't cover the export procedure.
If you know of a tutorial that covers the export/import workflow from Softimage to Maya than please share.

Thanks
Alex

4 REPLIES 4
Message 2 of 5
3dMastermind
in reply to: Anonymous

No rig data will transfer to Maya.
The easiest way to accomplish this is with point cache.
Select the head and cache the point movement with the “Cache manager” Plot>Cache Manager
Use the “Ncache” as this is recognized by Maya.
In Maya, load just the head (.obj) and attach the .ncache to it.

Manny Papamanos
StingRay | MotionBuilder | Maya | Mudbox
Games QA Specialist



Message 3 of 5
cmptrartist
in reply to: Anonymous

Last post isn't true - I just successfully exported the rig into Maya. There's a built-in export pipeline. Two, actually. I have the blendshape-based one working, still struggling with the bones export option.

Anyway, I did it once a while back. I think I just selected all the controls and exported the animation out that way, just as a straight forward animation export.
Message 4 of 5
3dMastermind
in reply to: Anonymous

Hi.
What you are referring to is the Export Rigs as Shapes method:
The Animation Rig Export tool lets you capture all the animated deformations of the face as shapes and put them into a simpler rig.

I don’t think this is a good solution if your face is high res but if you need to continue to have some basic facial control in Maya, then it's ok.

Also, “Game Export Workflow”
That is only good if your goal is a simplified result like for a game, for instance.
What you export here is not the actual FR rig but a much simplified version designed to work with a low res version of the head mesh.

Manny Papamanos
StingRay | MotionBuilder | Maya | Mudbox
Games QA Specialist



Message 5 of 5
Anonymous
in reply to: Anonymous

 

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