Softimage-to-Maya Plugin Port
Budget: £20 – £250 GBP
I have an in-house Softimage 2015 plugin that reads and writes the proprietary asset format used by Star Wars Battlefront II (2005). The tool set is invaluable to our pipeline, but our production has moved to Autodesk Maya and the artists need exactly the same importer-exporter workflow there.
What I can provide: the full Softimage python source, and a link to explain the .msh format in its entirety.
What I need back from you:
• A Maya plug-in that offers both import and export of the SWBF2 2005 .msh format in one menu entry, replicating the current UI/command-line flags so our scripts stay unchanged.
• Clean, documented source that builds with the standard Maya SDK toolchain (Visual Studio + CMake is fine).
• A concise “Getting Started” markdown covering installation, basic usage, and any build prerequisites.
Acceptance is simple: if an asset round-trips Softimage → your Maya plug-in → Softimage with no data loss, we’re done. Happy to answer any format questions and provide test scenes as we go; first milestone can focus on import, second on export.
What I can provide: the full Softimage python source, and a link to explain the .msh format in its entirety.
What I need back from you:
• A Maya plug-in that offers both import and export of the SWBF2 2005 .msh format in one menu entry, replicating the current UI/command-line flags so our scripts stay unchanged.
• Clean, documented source that builds with the standard Maya SDK toolchain (Visual Studio + CMake is fine).
• A concise “Getting Started” markdown covering installation, basic usage, and any build prerequisites.
Acceptance is simple: if an asset round-trips Softimage → your Maya plug-in → Softimage with no data loss, we’re done. Happy to answer any format questions and provide test scenes as we go; first milestone can focus on import, second on export.
Related categories:
Python
3D Rendering
Software Architecture
Maya
3D Modelling
3D Animation
Software Development
3D Graphic Design