// 'CHK' = Place a checkmark
// 'NOCHK' = Don't place any checkmark
// NOTE: Don't uses spaces between the "|" and the NOTES/CHK/etc tokens
// ----------------------------->>>> Header Line
3D Import 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 | NOCHK | NOCHK | NOCHK NOTES-START This geometry import converter reads in the Presagis OpenFlight '.flt' binary format files. The converter extracts and converts the OpenFlight data to equivalent Okino internal data representations. This has been the 'defacto implementation' of OpenFlight and one of our most popular DCC-based converters sold daily since its original release.
NOTES: OpenFlight format does not have keyframe animation capabilities, nor NURBS or skeletons.
Softimage 'dotXSI' format
(does not require copy of Softimage) | .xsi | CHK | CHK | CHK | CHK | CHK | CHK | CHK | NOTE | CHK NOTES-START This geometry import converter reads in Softimage .xsi files. No copy of the Autodesk Softimage animation program is required. Meshes (with vertex normals, vertex colors and vertex uv texture coordinates), hierarchy, cameras, lights, materials, texture maps, object animation, envelopes (mesh skinning) and 3D NURBS curves are supported as a baseline. Dialog box controls are provided to allow automatic tweaking of shading parameters. The multiple meshes per 'model' can be automatically compressed back up into single meshes, or kept separate.
¥ = 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