Hello Igors,
I believe that most of the “experienced” users out there realize that there is no “big pink magic button” out there that will provide instant and complete Maya compatibilty. However, plenty of strides can be made to make working with Maya (and other programs for that matter) more enjoyable and reliable.
Typically, within in the VFX, Film and animation industries, inter-platform compatibility and data transfer is critical to use and implementation of different software packages. Without it, “closed” software packages rapidly become isolated and obsolete. One of the chief complaints of EIAS within ILM was the difficulty encountered getting data out of EIAS and into their pipeline. Studios like ILM, Sony, and so forth then purchase more “open” programs that allow them to get access to certain pieces of data without a lot of hassle. Maya’s MEL is an example of being more “open”. By using MEL, Maya users can tap into the program in ways that are impossible in EI without EITG’s help. However Maya has been designed to be an open / nodal software package from the beginning while EIAS was not. So what can we do?
EITG has been attempting to solve this problem by providing methods of exporting and importing data within EIAS with less difficulty. For example, EIAS can export Maya cameras. This is a good thing, but its not enough. Xpressionist was another step forward, but again, this is more of an expression editor than an embedded language like MEL. For v6.5 we got FBX import. Another great bridge but so far reliability seems dependant on a number of factors that confuse the user.
So when we talk about a Maya2EI / EI2Maya pipeline, we’re looking for additional methods to allow the exchange of data between the two programs more efficiently. So what exactly do we need?
1. Reliable static geometry exchange. This is currently being handled by Obj2Fact, Transporter, and FBX import. The difficulty here is the user seems to need all three and a little bit of voodoo to get solid exchange without dropping polygons, screwing up the winding order, or loosing information. UV texture map transfer can also be an issue.
2. Reliable FBX implementation. In addition to FBX import, EI needs FBX export. This protocol is a method to help exhange positional and rotational data for: Joints, Lights, Cameras and nulls in addition to polygonal geometry. While some users are having some success with FBX import, most are not. This isn’t really Blairs’ fault. The FBX libraries update constantly and each program does its share of translations which can really cause headaches within EI. However, by including FBX export, we can prepare a character rig within EI, along with EI generated weight maps, and bring the results into Motionbuilder for animation and then back into EI for rendering. Right now we’re dependant on creating a skeleton in some other package which results in users going through 2 levels of translation for results. The issue we’re seeing is unusable weight maps and problems that make FBX less fun to use.
3. Transfer of vertex positional data. While FBX attempts to address animation based on positional and rotational data of joints and geometry, no method exists within EI to bring vertex level animation into the program from other packages. Deforming meshes from Maya from blendshapes or deformation animation from programs like TAFA or .mdd files from Point Oven are not supported. Paralumino’s gNome file format could address this issue if its made to be comptible with existing vertex exchange formats somehow. Either that or we provide gNome exporters for other software packages.
4. Direct export/import support. Now we realize its ridiculous to expect EI to read a Maya project files and vice versa..however, as mentioned earlier, EI can write out .mb files for camera animation. It would be nice to see this capability expanded to allow EI to export out animation curves for any object, light, camera or null within the scene. Hierarchy support would be even better. Maya possesses this capability already with its .anim export/import function. This tool exports an object’s animation curves out to a file. EI should be able to read these files and apply those animation curves to any object within the EI scene. Obviously differences between coordinate systems and scale factors should be addressed.
5. Better texture/shader transfers. We’re all aware of the UV coordinates issues within EI. The procress of bringing in models with UV textures is getting better but without an internal editor to EIAS..we’re still not there. Custom shaders within Maya and EI can’t be exchanged and this is on of the reasons to justify texture baking. If someone is using a custom shader within EI and wants to bring the look of those shaders into Maya, a way to bake out the shader into a texture map that can be applied within Maya via UVs could be helpful. Maya already possesses texture baking capabiltiies and a method to ensure the transfer of those baked textures into EI could be useful.
More ideas anybody?