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SW:JK3 Modding, Mapping and Editing
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Old May 6th, 2007   #1
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Default Maya Rigging, Bolts, etc...

First off, I am a newb to JKA modding...

I know Max is the supported tool by the majority of the community and XSI is inherently compatible. I have XSI and Maya but I am only proficient with Maya(I only recently got ahold of xsi to learn its ropes,s ince the gaming industry is starting to be dominated by xsi and maya, aaanyways).

So I got myself minilogo's skeleton for xsi. I was wondering if it is possible to export it to Maya somehow without too much hassle. I am no expert at skinning, in fact I've done it once or twice. I'd like to streamline my workflow so that I dont have to constantly swap back and forth and learn xsi right away. Any way to solve this?

PS: I also have a small doubt. Bolts. What exactly do they serve for(must they always be at caps?). Spacemonkey's tutorial explains it, but it could go deeper.

Thanks
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Old May 6th, 2007   #2
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I don't believe there is an XSI exporter for Maya, so going from XSI to Maya would be kind of pointless. :/


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Old May 6th, 2007   #3
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yeah theres an xsi exporter and importer, works better than maxs does. :P you should talk to hoodz about it, he has it, if you have XSI 6 or higher it comes with a crosswalk plugin for both max and maya so that you can swap between all 3 programs, look in C:\softimage\addons\mayaconverter\.
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Old May 6th, 2007   #4
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Oh that's right, I forgot about the new XSI 6 plugins.


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Old May 7th, 2007   #5
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OH, sweet. I'll check that out. Thanks dude!

As of now, since weighting and rigging is my weakest if damn near ignorant side of 3d Apps, I will focus on finishing the modelling and the texturing first. Once that is done I will go ahead and worry about the functionality(though worry not, I am building him with practicality in mind, its a game after all )
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