[Sidefx-houdini-list] maya .ma SOP

katrin schmid Katisss at gmx.de
Mon Feb 22 17:02:42 EST 2010


hi,
dont see how this wokflow would keeep you 
from checking in assets?
Its a personal demo project more than a commerical/production one,
i dont think studios would use an unsupported translator
unless i open source it.
Thanks for the input,
katrin


-------- Original-Nachricht --------
> Datum: Mon, 22 Feb 2010 15:56:14 -0500
> Von: craigleehoffman at aol.com
> An: sidefx-houdini-list at sidefx.com
> Betreff: Re: [Sidefx-houdini-list] maya .ma SOP

> 
> 
> I agree with Rangi here but one thing his suggestions don't take into
> account is getting animated skeletal meshes out of Maya and into Houdini for
> some sort of tweak-  and then BACK into Maya for perhaps another animation
> (rigged skeleton) tweak.  This is the sort of thing I haven't seen anyone do
> well and is usually the driving factor behind wanting to do high level
> translator plug-ins.  Is that the case here?  Or is it perhaps a need to better
> preserver sub-frame animation accuracy like for sub-frame motion blur that
> the "geometry object per frame" approach doesn't preserve well?
>  
> 
> Just be aware like Rangi suggests that many times in a Production
> Environment different departments working on different projects (or even the same
> project!!) have different versions of the operating system, hardware,
> drivers, 3D software or plug-ins installed (due to some dependency they need that
> others may not) and well-intended efforts like this end up having lots of
> problems working for everyone.  What's worse is when they do work, but the
> results end up slightly different and you don't realize there is a problem
> until trying to do the final render or composite and then you have to re-do
> a lot of work.
> 
> From my experience it's best to finalize or publish certain assets (like
> animating models) as Rangi suggests so you are assured that everyone is
> working from the EXACT same thing.  There is also the added benefit of not
> having to constantly wait for the import calculations to do their thing when
> opening a file (or when rendering perhaps) or having to purchase more Maya
> licenses to allow the plug-in to work for everyone, etc.  
> 
> 
> Cheers,
> Craig
> 
> 
> 
> 
> 
> -----Original Message-----
> From: Rangi Sutton <rangi.sutton at gmail.com>
> To: sidefx-houdini-list at sidefx.com
> Sent: Sun, Feb 21, 2010 9:07 pm
> Subject: Re: [Sidefx-houdini-list] maya .ma SOP
> 
> 
> The idea sounds great.. save a step of exporting and win! But the reality
> I
> hink is different. The stage going between Maya to Houdini in a production
> s usually a lock step, where some sort of publishing process should
> appen.. it should be versioned, documented in some way, put on a drive in
> he right place with the right name.
> The format that gets used between the apps is best, in my opinion, to be a
> nug fit. A .ma file can hold such variety of assets.. hierarchies,
> aterials, stuff that uses weird plug-ins.  If you're sending a deforming
> bject, a format to handle a baked down deforming object is going to be
> less
> rouble. It won't hold a license.. it won't break when a plug-in is
> updated,
> t'll typically be uber fast...
> The main options these days for the format would be.. old-skool sequence
> of
> obj files on disk (good for changing topology anything... ), fbx files
> good for scene heirachies..) obj + mdd pairing (good for deforming, same
> opology single object).
> When the procedures of exporting (nah.. publishing!) from maya and
> importing
> updating!) in houdini becomes highly automated and pipelined, then stuff
> et's very predicable and doesn't take time out of the operators days...
> My 2c.
> .
> 
> 
> n 22 February 2010 14:48, katrin schmid <Katisss at gmx.de> wrote:
> > hi,
>  the idea was more about reading files and animation from maya
>  without converting files.
>  Regards,
>  katirn
> 
>  -------- Original-Nachricht --------
>  > Datum: Mon, 22 Feb 2010 12:42:19 +0800
>  > Von: Garman Lists <garman_lists at sbcglobal.net>
>  > An: sidefx-houdini-list at sidefx.com
>  > CC: Garman Herigstad <garman.herigstad at gmail.com>
>  > Betreff: Re: [Sidefx-houdini-list] maya .ma SOP
> 
>  >
>  > I understand why you want the Maya deformers.  They are based on the
>  > non-linear deformers from Wavefront's "Model" program.
>  >
>  > There's a great bend lesson in the CMI VFX vex sops vol 1
>  >
>  >
> 
> http://www.cmivfx.com/productpages/product.aspx?name=Houdini_VEX_SOPS_Vol_1
>  >
>  >
>  > -Garman
>  >
>  >
>  >
>  > Ivan DeWolf wrote:
>  > > I haven't heard of anybody doing this. I considered doing something
>  like
>  > this,
>  > > it seems likely to be a difficult if not impossible trick to compile
>  > > an HDK dso that Houdini loads that also includes whatever libraries
>  > > Maya needs to open an .ma and deform geometry.
>  > >
>  > > I thought it would be the right way to do it, but I never had the
> time
>  > > to tinker, and I had already realized you couldn't make significant
>  > > income selling it. So I just gave up without trying.
>  > >
>  > > It might be possible to compile an inbetween DSO- the HDK .so would
>  > > link to it, and Maya would link to it, and you might be able to
>  > > compile it with a compatible subset of libraries...
>  > >
>  > > seems like a worthy thing, if you can do it.
>  > >
>  > >
>  > > Quoting "katrin schmid" <Katisss at gmx.de>:
>  > >
>  > >
>  > >> hi,
>  > >> so after doing a custom creator and deformer SOP
>  > >> i started to think how easy it would be to da a maya .ma SOP...
>  > >> if you only suppport geometry and ertex deform.
>  > >> Just to safe me from redoing it: Is anybody aware of exisitng SOPs
> for
>  > that?
>  > >> Best Regards,
>  > >> katrin
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