   Modeling and Animation Workflow
  Greetings forum!I'm not exactly sure how to go about this question, or set of questions, and maybe this isn't the right place to ask but it's worth a shot.In the game development world, is it feasible to model a character in one program, lets say XSI, and then transfer it over to Maya for rigging and animation and then transfer it back to XSI to make any corrections for proper deformation? My thinking is that most teams would model and animate within the same program to eliminate the chance of any errors in the exporting/importing process. There was actually a lot more to this post but some of the questions slipped my mind. If anyone has any input on these things that would rock.Drew   
  Tools are highly specialized on different tasks,and if you are smart you use right tool for given task.Examples:Modo is excelent for modeling.Mudbox is excelent for detail sculpting.MotionBuilder is excelent for animating.Houdini is execlent for prosedural modeling.Renderman is execlent for rendering.Vue d'Esprit is execlent for landscapes.xFrog is good for rocedural plants.Maya / XSI / etc. are generic tools execlent for combining resources.Professional users normaly are focused only on some programs,and it takes some time to gain same level of speed in new programs.So if project has 2 months reseved for animation work there is no time tolearn new programs.(and try get old guru of one program to change to new program,and you see how fast old guru can run to rival company :D )So import/export problems are here to stay,and only thing you can do is to invent ANOTHER NEW UNIVERSAL data transfer format to fix old bugs. :D/Tyrian