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Re: XSI ZETools

Posted: Wed Jun 03, 2015 10:02 pm
by commanderawesome
ANDEWEGET wrote:re-envelope the part to the according bone.
That's the part I don't know how to do. I'm sorry for sounding noobish, this is the fist time I've ever used XSI or any other 3D modeling program.

Re: XSI ZETools

Posted: Wed Jun 03, 2015 10:53 pm
by AceMastermind
UnpackError: Unrecognized chunk brea in MSHUnpack
The character files from SWTCW have animations stored in them.
"brea" is actually the first 4 letters of the breatheloop animation name in the ANM2 chunk.
I had some success by opening the rep_inf_amidala_anims.msh with MshEdit and deleting the ANM2 chunk and saving out a new msh, then importing the new msh with ZETools into Mod Tool 7.5. The only thing I saw missing of some importance was the UVs for the belt pouches (center_pivot).

Re: XSI ZETools

Posted: Thu Jun 04, 2015 7:52 am
by Deviss
can i import arctrooper.msh getting cloth collisions and getting cloth fixed points using new version of ZETools ?

Re: XSI ZETools

Posted: Thu Jun 04, 2015 9:51 am
by ANDEWEGET
@commanderawesome: Find some tutorials via Google, those can explain it way better than I can.

@Deviss: It should be working, yes.

@AceMastermind: Yeah, TCW .msh files have multiple animations per CYCL chunk whereas SWBF .msh files only have one. The unpacker expected only one animation and then tried to find a new chunk.
The problem with the UVs was a bug with ZETools actually.

Both of those are fixed, characters seem to import fine now. Animations are messed up though, not sure why (yet).

Changelog:
Hidden/Spoiler:
Fixed a bug where if the first segment of a model was not Uved or Vertex Colored no UVs/Vertex Colors would be applied at all.
CYCL chunks with more than one animation will now get unpacked correctly.

Re: XSI ZETools

Posted: Thu Jun 04, 2015 4:20 pm
by giftheck
I wouldn't worry about the animations as they would surely be incompatible with SWBF anyway. And for import you can always just choose to ignore the animations so that the model imports in its basepose position.

Re: XSI ZETools

Posted: Thu Jun 04, 2015 6:23 pm
by Deviss
ANDEWEGET wrote:@Deviss: It should be working, yes.
i cant do it :S
Hidden/Spoiler:
Image
any idea please??

Re: XSI ZETools

Posted: Thu Jun 04, 2015 8:21 pm
by ANDEWEGET
Get ModTool 7.5 or one of the newer student versions and test it again. 5.11 isn't supported/tested.
If you still encounter the problem, there should be a pop up asking to save the error to the clipboard, do that and paste it here.

Re: XSI ZETools

Posted: Thu Jun 04, 2015 8:34 pm
by AceMastermind
Yeah, I believe the only thing you can use ZETools (older versions) in 5.11 for is importing animations.
ggctuk wrote:I wouldn't worry about the animations as they would surely be incompatible with SWBF anyway.
Nonsense, that is what MOTOR is for! I would love to play around with all the different animations from TCW. :P

Everything animated in TCW has animations stored with the geometry (props, characters, vehicles). I've been playing around with cis_fly_landing1.msh (CIS Core ship) takeoff animation and the cis_boss_cydon.msh 9pose so far this evening.

Thank you again ANDE! :bowdown:

Re: XSI ZETools

Posted: Fri Jun 05, 2015 3:11 am
by giftheck
I assume Deviss has a better computer than me and I managed just fine to get Mod Tool 7.5 to run (eventually) on my 7-year-old Windows Vista laptop.

As for the animations, so far, they seem to screw up on import (IE I tried to import Amidala with anims and she was in a pretty funny position)

Re: XSI ZETools

Posted: Fri Jun 05, 2015 6:24 am
by ANDEWEGET
It seems the animations only mess up with enveloped meshes, not sure what would cause that though.

Re: XSI ZETools

Posted: Fri Jun 05, 2015 3:08 pm
by Deviss
ANDEWEGET wrote:Get ModTool 7.5 or one of the newer student versions and test it again. 5.11 isn't supported/tested.
If you still encounter the problem, there should be a pop up asking to save the error to the clipboard, do that and paste it here.
i tried with mod tools 7.5 and i get this error:
Hidden/Spoiler:
Traceback (most recent call last):
File "<Script Block >", line 91, in importbutton_OnClicked
File "C:\users\Usuario\Autodesk\Softimage_Mod_Tool_7.5\Addons\xsizetools-master\Application\Core\andezetimport.py", line 835, in import_
self.do_import()
File "C:\users\Usuario\Autodesk\Softimage_Mod_Tool_7.5\Addons\xsizetools-master\Application\Core\andezetimport.py", line 893, in do_import
enveloper.envelope()
File "C:\users\Usuario\Autodesk\Softimage_Mod_Tool_7.5\Addons\xsizetools-master\Application\Core\andezetimport.py", line 722, in envelope
weights = self.make_cloth_weights(model)
File "C:\users\Usuario\Autodesk\Softimage_Mod_Tool_7.5\Addons\xsizetools-master\Application\Core\andezetimport.py", line 749, in make_cloth_weights
deformer_index = model.deformers.index(vert.deformer)
ValueError: list.index(x): x not in list

Re: XSI ZETools

Posted: Sat Jun 06, 2015 7:13 am
by ANDEWEGET
Which .msh are you trying to import?

Re: XSI ZETools

Posted: Mon Jun 08, 2015 8:22 am
by Deviss
ANDEWEGET wrote:Which .msh are you trying to import?
one model with hex edited kama, should i try with stock models?

EDIT: it work fine with stock arctrooper and clonecommander, the cloth collisions appear as sphere, i think they are cylinders no?

Re: XSI ZETools

Posted: Mon Jun 08, 2015 11:34 am
by ANDEWEGET
New update.
Can you try importing the same .msh again? If it still doesn't work, please upload it somewhere and send me the link.

Re: XSI ZETools

Posted: Mon Jun 08, 2015 4:05 pm
by Deviss
ANDEWEGET wrote:New update.
Can you try importing the same .msh again? If it still doesn't work, please upload it somewhere and send me the link.
yes its this one :):
http://www.mediafire.com/download/3cka6 ... Bly+1.5.7z

Re: XSI ZETools

Posted: Mon Jun 08, 2015 7:58 pm
by ANDEWEGET
Update 1.3.3

Issue should be fixed now.

Re: XSI ZETools

Posted: Tue Jun 09, 2015 5:43 am
by giftheck
I notice the Pandemic Tools have a way to edit flags. Is that built into Mod Tool or into ZETools?

Re: XSI ZETools

Posted: Tue Jun 09, 2015 7:35 am
by ANDEWEGET
Check out the Materials section here: http://schlechtwetterfront.github.io/xs ... export-mat

Re: XSI ZETools

Posted: Wed Jun 10, 2015 2:18 pm
by Deviss
ANDEWEGET wrote:Update 1.3.3

Issue should be fixed now.
many thanks, issue fixed :) (cloth collisions and importing models with hex edited kama)

Re: XSI ZETools

Posted: Wed Jun 10, 2015 11:20 pm
by kinetosimpetus
Hey, I'm super tired and should go to bed instead of reading forums and I just royally messed up my stock install of XSI modtool 7.5, but did I read right that this tool now supports exporting cloth? Because I would be super excited if that were so... as long as I can also get my XSI fixed...

edit: fixed sort of