When sending scenes between Maya and Softimage, be aware of the following unsupported actions and important notes.
Important notes
- Maya reads ICE particle and deformation effects as cached files, meaning that the effect cannot be modified in Maya.
See nCaching overview.
- Maya nodes or objects that are not recognized by the FBX file format appear in Softimage scene as anchors. The anchors maintain
transform values set by Maya.
- If you want to change the start and end frames, you must do so manually in both Maya and Softimage.
- If you change the Time working units in Maya, the frame rate in Softimage is automatically updated when you re-send data from
Maya.
- Objects in the Maya and Softimage scenes are matched by name. If you change the name of an object in Maya, it will not be
included when you update Softimage unless you add it explicitly, and the object with the old name in Softimage will not be
automatically updated or deleted. Similarly if you change the name of a point cloud in Softimage, it will be treated as a
new nParticle object in Maya and the nParticle object with the old name will not be automatically updated or deleted.
- The geometry of objects in sets or groups is cached automatically. You do not need to apply caches manually.
- For geometry deformations originating in Softimage, the geometry participating in the effect must be grouped before being
sent to Maya. Plus, you need to select the geometry group and each geometry object before sending them to Maya.
- You can send any deformation from Softimage using a cache.
- The location of the cached files depends on the origin of the scene file. For example, if your scene is created in Maya, and
then sent to Softimage as a new scene, Softimage saves the cached files to the current set Maya project's data directory.