// 'CHK' = Place a checkmark
// 'NOCHK' = Don't place any checkmark
// NOTE: Don't uses spaces between the "|" and the NOTES/CHK/etc tokens
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3D Export File Format | Extension | Mat | Hier | u/v | VC | L&C | NURBS | Anim | Skel | Skin
native plug-in system) | .ma, .mb | CHK | CHK | CHK | CHK | CHK | CHK | CHK | CHK | CHK NOTES-START PolyTrans-for-Maya runs inside Maya as a native plug-in system (and requires a resident copy of Maya). This allows a Maya user to easily access all of the stand-alone Okino converter modules. PolyTrans-for-Maya would be considered one of Okino's "main software products" that a large number of Okino customers would own.
To convert data to/from 3ds Max use the Okino ".bdf" scene transfer file format and the native PolyTrans-for-3dsMax plug-in system on the 3ds Max side.
To convert data to/from CINEMA 4D use the .c4d import/export converters from the Maya side.
To convert data to/from Softimage use the .dotXSI file format from the Maya side.
To convert data to/from Lightwave use the Lightwave import/export converters from the Maya side. NOTES-END OpenFlight | .flt | CHK | CHK | CHK | CHK | CHK | NOCHK | NOTE | NOCHK | NOCHK NOTES-START This geometry export converter writes out OpenFlight .flt binary files, complete with all geometry, hierarchy information, material, lights, "flip book" animation and texture mapping attributes. A file exported to OpenFlight should appear almost exactly as whence the file originated (little or no tweaking should have to be done).
Okino's OpenFlight converters are unique in the fact that they can read from newer OpenFlight file formats (16.x and 15.x versions) and write to the much older 14.2 file format; the 14.2 file format is still quite common in the military VisSim markets. Okino writes its own FLT exporter module and has complete control over its development and refinement. The FLT importer utilizes the Presagis OpenFlight DLLs to do all the parsing while custom Okino code walks the database tree and converts the "node based" VisSim information to scene graph data more acceptable to the common animation programs.
¥ = OpenFlight does not have keyframe animation, but rather it uses "flipbook" animation. The Okino OpenFlight exporter samples the scene at every frame and outputs instanced copies of the geometry with the matrices in the animated state for each frame. Thus, keyframe object animation is turned into flipbook animation for OpenFlight.
Softimage 'dotXSI' format
(does not require copy of Softimage) | .xsi | CHK | CHK | CHK | CHK | CHK | CHK | CHK | NOTE | CHK NOTES-START This geometry export converter writes out Softimage .xsi files. No copy of the the Softimage animation program is required. Meshes (with vertex normals, vertex colors and vertex uv texture coordinates), hierarchy, cameras, lights, materials, texture maps, object animation and envelopes (mesh skinning) are supported as a baseline.
¥ = The dotXSI file format really doesn't have a sense of a "skeleton" like in other file formats. In most other formats, except for DirectX, a grouping node can be tagged as a bone or joint; when imported into its respective animation program, such nodes are visualized as bones. In the dotXSI file format you would normally create an IK chain in order to have bones visualized in the XSI user interface. However, it is not necessary to create an IK chain in order to define a "skeleton" for mesh skinning (enveloping in XSI lingo). The dotXSI file format allows any object or any grouping node to be used as a "mesh skinning bone" (deformation object) so to speak, and this is exactly how the Okino converter handles bones & mesh skinning for the dotXSI file format. NOTES-END