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Cross platform animation workflow


Jonathan
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I would be interested to hear your views on cross platform animation workflows. As part of a collaborative animation group our team consists of 3ds max, maya and blender users. How do we best implement these programmes into a cohesive and efficent effort? Am I correct in thinking that only 3d models are exportable via FBX format? If so the possibility of importing cameras, paths etc into an appropriate platform becomes near impossible? I hope that someone could shed some light on this matter before we start pulling each others hair out!

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I once had a client deliver maya files. I had to render them out and tweak o couple of bits and pieces (character animation). I use max/vray. I gave up on getting the files out of maya and into max. I own polytrans, even that couldnt manage the non-linear animation transfer stuff. I ended up just learning maya (in 2 weeks) and rendering out of mental ray. Bitch of a job.

If you're working as a team, I'd suggest you all use the same software or split the tasks in a manner that means compiling footage will be done in post. You'll be able to transfer vanilla geometry though, using either fbx or obj.

 

That said, Id be interested in hearing more about your project?

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Hi Tom,

This particular project is part of a collaborative masters uni. programme made up of varying skill sets. I have been using Max for maybe 4 years however others arre new to 3d (6 months) and use Blender and some are now picking up Maya. We have the use of a small render farm (for Blender) but would like to incorporate features (perhaps foreground objects rendered in Max and Maya) into the wider Blender interior environment. The idea that the environment will be failrly dark with heavy dof etc should blur the appearance of poor Blender images with better Max and Maya objects. Of course the problem is how do we export/import cameras? Hopefully a rather heavy approach to AE would also unite seperate elements?

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