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Softimage 2012 'send to' 3dsmax options
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  • Total Posts: 2
  • Joined: 18 November 2010 02:55 AM

Softimage 2012 ‘send to’ 3dsmax options are unavailable.  I only see one option and that is ‘update 3dsmax current scene’.  If I click that it comes up with ‘no ICE TREE to return, canceling operation’ and nothing is exported.  Am I missing something here?  Would love to be able to use this feature.



Replies: 3
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Hey BelieverDeceiver, I was wondering if you figured out the error ‘no ICE TREE to return, canceling operation’ in Softimage 2012.  I’m having the same issue and would like to know if you remedy the issue.  Thanx in advance.

Trice

Author: Trice

Replied: 15 November 2011 03:07 AM  
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Hey BelieverDeceiver, I was wondering if you figured out the error ‘no ICE TREE to return, canceling operation’ in Softimage 2012.  I’m having the same issue and would like to know if you remedy the issue.  Thanx in advance.

Trice

Author: Trice

Replied: 15 November 2011 03:07 AM  
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I’m not sure what to suggest, it just works for me. To recap, you need to:

1. Start in 3ds max.
2. Select the objects to use as emitters and other controllers.
3. Send to Softimage.
4. Use ICE to set up one or more point clouds.
5. Click Update.

Author: grahamef

Replied: 15 November 2011 05:40 AM  
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  • grahamef
  • Posted: 26 July 2011 09:07 AM

You need to start in 3ds Max and send particle emitters, etc., to Softimage. Then you can send back point clouds from ICE. More info here: http://download.autodesk.com/glo...htm,topicNumber=d28e88588



Replies: 0
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  • bilfrok
  • Posted: 23 January 2012 10:25 AM

grahamef 26 July 2011 09:07 AM

You need to start in 3ds Max and send particle emitters, etc., to Softimage. Then you can send back point clouds from ICE. More info here: http://download.autodesk.com/glo...htm,topicNumber=d28e88588

Grahamef, isn´t the “send to” button a quick and easy way to work between 3Ds Max and Softimage 2012? I thought this interoperability improvement within Adobe was meant to be a simplified option to import/export modelling, animation, rigging, material or whatever from one software to another. Maybe I´m missunderstanding and its just for exchanging particles from Ice to Max.

In this Case, I would like to know what is the best option for working between Softimage and 3ds Max sharing modelling, rigging, Materials, Uvs, etc. I´ve crosswalk installed but it´s not working with Rigs,cameras and Materials. I know fbx allows cameras but still not rigging and the images of every material are never linked.

Thanks in advance



Replies: 0
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  • grahamef
  • Posted: 24 January 2012 09:45 AM

As it stands at the moment, it’s only for getting ICE particle simulations into 3ds Max.

As for more general interoperability, it depends on your needs. Nothing will be perfect because the different software and exchange formats support different options and they don’t always match exactly. Rigs are a particular problem in this respect; the usual approach is to either bake the deformers’ transform or the deformed point positions via a geometry cache. Materials are another problem because the softwares support different shaders (not to mention different renderers sometimes) so usually only basic ones like Phong are transferred.



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  • bilfrok
  • Posted: 26 January 2012 09:50 PM

Thanks grahamef for the nice and clear explanation although it wasn´t the Great Solution for my interoperability headache I expected for. So how this guys from Blur studio made it?

Blur Talks: “The Girl with the Dragon Tattoo” Titles
“Which software packages were primarily used?

3dsmax (modeling, lighting, rendering), Softimage (rigging and animation), Digital Fusion (compositing), Real Flow (fluid dynamics), Sony Vegas (editorial), Zbrush and Mudbox (organic modeling), and VRAY (rendering).”

3Ds Max modelling > softimage rigging and animation > 3Ds max lighting & rendering. How?!



Replies: 0
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  • grahamef
  • Posted: 27 January 2012 06:09 AM

I believe they use point caches but you’d have to ask someone at Blur to be sure.



Replies: 0