XSI Foundation enveloping problem
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- daniel
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XSI Foundation enveloping problem
hi i'm using XSI FOundations and FragMe's tutorial for simple door animation. But when i come to the point where it says :
"...select a door piece, say door_left select Evelope/Set Envelope answer yes to the pop up. Now in the XSI tree because it is
easier left click on bone_doorl then right click. If done right bone_doorl should change color and so should the vertexes on the model..."
i try to set envelope but when i press that a key i get the following red error message at the bottom of the screen:
"Object required: 'EnumElements(...)' - [line 87 in C:/Softimage/XSI_5.11_Foundation/Application/DSScripts/operators.vbs]
does anyone know how to fix this ?
thx in advise
"...select a door piece, say door_left select Evelope/Set Envelope answer yes to the pop up. Now in the XSI tree because it is
easier left click on bone_doorl then right click. If done right bone_doorl should change color and so should the vertexes on the model..."
i try to set envelope but when i press that a key i get the following red error message at the bottom of the screen:
"Object required: 'EnumElements(...)' - [line 87 in C:/Softimage/XSI_5.11_Foundation/Application/DSScripts/operators.vbs]
does anyone know how to fix this ?
thx in advise
- DarthD.U.C.K.
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Re: XSI Foundation enveloping problem
that sounds like a file is occrupted, i'd try reinstalling it
- daniel
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Re: XSI Foundation enveloping problem
okay that specific problem was solved by reinstalling the program.
But i still got one more question concerning the tut:
What exactly does he mean by saying "The first step in exporting is like any other, branch select the dummyroot, choose a file name and place it in your worlds msh folder" ?
But i still got one more question concerning the tut:
What exactly does he mean by saying "The first step in exporting is like any other, branch select the dummyroot, choose a file name and place it in your worlds msh folder" ?
- DarthD.U.C.K.
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Re: XSI Foundation enveloping problem
that means you drag everything you want to export under a null which is often calles dummyroot, the press the middlemousbutton to branchselect it and then export
- daniel
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Re: XSI Foundation enveloping problem
okay so in this case the stuff i would put under the dummy root and therefor export would be everything or just the door_left and door_right ?
- DarthD.U.C.K.
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Re: XSI Foundation enveloping problem
you cant just export the two doormeshes, you need to drag everything under the dummyroot
- daniel
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Re: XSI Foundation enveloping problem
okay and how do i have to export ? with reps mshtool or something else ? and what does branchselect mean ?
- DarthD.U.C.K.
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Re: XSI Foundation enveloping problem
use the pandemic tool, you cant export animations otherwiseDarthD.U.C.K. wrote:that means you drag everything you want to export under a null which is often calles dummyroot, the press the middlemousbutton to branchselect it and then export
- daniel
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Re: XSI Foundation enveloping problem
okay . did through the tut, munged but game crashed before finishing loading the map ....do you know any problems that might cause that?
- DarthD.U.C.K.
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Re: XSI Foundation enveloping problem
yes, there are about 100 things which could have caused a crash,
try giong through the tut again and if you cant find the fault, post your hirarchy odf and how you called the anims etc.
try giong through the tut again and if you cant find the fault, post your hirarchy odf and how you called the anims etc.
- daniel
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Re: XSI Foundation enveloping problem
okay . possible reaseon: when i export the dummyroot sruff the first time, you said i have to do that with the pandemic tools mshexport. With which settings/options do i have to do that? also, only that i understand this correctly, the name should be simpledoor.msh and the destination should be data_ABC/Worlds/ABC/msh shouldn't it ??
- DarthD.U.C.K.
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Re: XSI Foundation enveloping problem
thats right, just export it with "ignore warnings" and "export selected models only"
but you also have to export its animations, did you do that properly?
but you also have to export its animations, did you do that properly?
- daniel
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Re: XSI Foundation enveloping problem
yes, as long as you mean that i have to stuff everything under the dummyroot adn then export.
- DarthD.U.C.K.
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Re: XSI Foundation enveloping problem
no, thats not what i mean
- daniel
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Re: XSI Foundation enveloping problem
"you cant just export the two doormeshes, you need to drag everything under the dummyroot"
that's what you wrote
that's what you wrote
- DarthD.U.C.K.
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Re: XSI Foundation enveloping problem
thats right 
- daniel
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Re: XSI Foundation enveloping problem
okay
, since we both seem to missunderstand each other, i'll just post what I did so far and you correct me if necessary.:
1. start a new project in XSI Foundations
2. Make two rectangles , door_left and door_right in "closed" position.
3. Make three nulls , bone_root,bone_doorl,bone_doorr and put the bone_door and bone_doorl under bone_root.
4. left click on door_left, then in the upper part of the screen on Anitmate in the drop down menu i click on envelop then set envelop,yes to pop up,then left click on bone_doorl, right click anywhere. Same thing with door_right on bone_doorr.
5.On the time line i change the 1 to 0 and the 100 to 30.
6. i press "v", then i left click on bone_root, then set a key at 0, 1, and 30. I do the same with bone_doorr and bone_doorl, but here the keys only on 0 and 1.
7. I select bone_doorl go to frame 30, and then translate the door to it's open position and set a key on 30. I do the same for bone_doorr.
8.i open the animation editor, click on all three bones in turn then on bone_doorl and r in the editor and then on the linear thing button.
9.I make the two collision primitives, put them under bone_doorl and r.
10. Then i set the trigger( i used a cube as well).
11.I create the lowrez versions of the door parts.
12. I take all the parts, including the trigger, the bones, the lowrezs,the collision primitives and the doors themselves and put them all under a the null i just created , called dummyroot.
13.I left click on the dummy root(of course i have the animation at 0), then under file i go to pandemic tools , then to export mesh and export to data_ABC/worlds/ABC/MSH and call it simpledoor. IMPORTANT here: which settings tdo i need here??
14.I go to data_ABC/Animations , create a new folder called prop and in there another one called simpledoor.
15.I take everything but the bones and put it in the scene_root.
16.i change the 30 to 1 on the timeline and go to 0 .
17.I use the pandemic tool to export to: data_ABC/Animations/prop/simpledoor and call it basepose, this time with the settings as shown in the tut.
18.now i change the 1 on the time line back to 30 and the 0 to 1.this time i have to be one 1.
19. i export again but this time as open and with the second settings(as in the tut).
20. Step 8 Creating the anims in BFmodtools. (did that correctly i'm sure).
21.I run the munge.bat in my animation directory.
22. Just create and odf that looks like this:
...
(did that)
23.place it in ZE and munge
1. start a new project in XSI Foundations
2. Make two rectangles , door_left and door_right in "closed" position.
3. Make three nulls , bone_root,bone_doorl,bone_doorr and put the bone_door and bone_doorl under bone_root.
4. left click on door_left, then in the upper part of the screen on Anitmate in the drop down menu i click on envelop then set envelop,yes to pop up,then left click on bone_doorl, right click anywhere. Same thing with door_right on bone_doorr.
5.On the time line i change the 1 to 0 and the 100 to 30.
6. i press "v", then i left click on bone_root, then set a key at 0, 1, and 30. I do the same with bone_doorr and bone_doorl, but here the keys only on 0 and 1.
7. I select bone_doorl go to frame 30, and then translate the door to it's open position and set a key on 30. I do the same for bone_doorr.
8.i open the animation editor, click on all three bones in turn then on bone_doorl and r in the editor and then on the linear thing button.
9.I make the two collision primitives, put them under bone_doorl and r.
10. Then i set the trigger( i used a cube as well).
11.I create the lowrez versions of the door parts.
12. I take all the parts, including the trigger, the bones, the lowrezs,the collision primitives and the doors themselves and put them all under a the null i just created , called dummyroot.
13.I left click on the dummy root(of course i have the animation at 0), then under file i go to pandemic tools , then to export mesh and export to data_ABC/worlds/ABC/MSH and call it simpledoor. IMPORTANT here: which settings tdo i need here??
14.I go to data_ABC/Animations , create a new folder called prop and in there another one called simpledoor.
15.I take everything but the bones and put it in the scene_root.
16.i change the 30 to 1 on the timeline and go to 0 .
17.I use the pandemic tool to export to: data_ABC/Animations/prop/simpledoor and call it basepose, this time with the settings as shown in the tut.
18.now i change the 1 on the time line back to 30 and the 0 to 1.this time i have to be one 1.
19. i export again but this time as open and with the second settings(as in the tut).
20. Step 8 Creating the anims in BFmodtools. (did that correctly i'm sure).
21.I run the munge.bat in my animation directory.
22. Just create and odf that looks like this:
...
(did that)
23.place it in ZE and munge
- DarthD.U.C.K.
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Re: XSI Foundation enveloping problem
can you post the odf and the munge.bat please?
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FragMe!
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Re: XSI Foundation enveloping problem
As well post the zenasset.log file that is in the animation folder where your
basepose and open msh are. Also confirm the zaabin zafbin and anim files are in the munged folder in your world1 directory, same place that the odf and msh directories sit.
basepose and open msh are. Also confirm the zaabin zafbin and anim files are in the munged folder in your world1 directory, same place that the odf and msh directories sit.
- daniel
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Re: XSI Foundation enveloping problem
@darthduck: the odf is the same as in the one in the tut i also used simpledoor as this is my first project concerning this topic, so i thought i'll name it as in the tut.
also, which munge.bat do you meean? there are several.
@fragme! : the zenasset.log doesn't exist.but i'm sure i copied the .bat-files n' all correctly, since i also have the anims,zaabin and zafbin files in the munged folder.
also, which munge.bat do you meean? there are several.
@fragme! : the zenasset.log doesn't exist.but i'm sure i copied the .bat-files n' all correctly, since i also have the anims,zaabin and zafbin files in the munged folder.
