Textures gone after export(+ anim problems(NEW))
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fiddler_on_the_roof
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Textures gone after export(+ anim problems(NEW))
i have all the textures on(pic 1), but when i export, they disapper(not fron xsi, the model)(pic 2) what do i have to do to get them on the model after the export?
thanks in advance
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Last edited by fiddler_on_the_roof on Fri Oct 23, 2009 1:51 pm, edited 1 time in total.
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FragMe!
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Re: textures gone after export
First thing is freeze the modelling stack (freeze M button) which can be normally found under the edit tab on the lower right side but you seem to be missing. I can tell the stack is not frozen because can still see the green texture projection guides.
Try that first and see if it helps, if not we can try something else.
And since you version 5.0 I am assuming you are using Pandemics exporter.
Try that first and see if it helps, if not we can try something else.
And since you version 5.0 I am assuming you are using Pandemics exporter.
- Maveritchell
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Re: textures gone after export
Have you even checked ingame/in Zero Editor? MshViewer isn't completely reliable in terms of whether textures show up or not.
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fiddler_on_the_roof
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Re: Textures gone after export + rotation question
ok. It was texture, and i froze it, but nothing happened. it is still the same as the picture, but the green lines are gone
edit 1- i redid the texture, froze it, and exported it, and the texture was there, but is was big, not scaled down like i had it in XSI
--Also, i am trying to rotate something in XSI(a ship wing(just like the imp shuttle wing)), and i want to rotate it but have a cylander stay in the same spot, just the wing rotate around. how do i do this?
thanks
edit 1- i redid the texture, froze it, and exported it, and the texture was there, but is was big, not scaled down like i had it in XSI
--Also, i am trying to rotate something in XSI(a ship wing(just like the imp shuttle wing)), and i want to rotate it but have a cylander stay in the same spot, just the wing rotate around. how do i do this?
thanks
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FragMe!
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Re: Textures gone after export
For your first problem, try doing an Extract Polygons (delete), this can be found in the model/create menus on the left side.
For your second problem it all depends, is this for a take off animation? If so just put the bone at the pivot point and weight all the point of the part that have to pivot to that bone.
If it just for a prop you can just move the pivot point for the polygons in question.
For example, in the next 3 pictures is how to pivot a wing on the xwing.
First select the polygons of what needs to pivot, then select rotate. Then under the transform pull down go to where it says Modify object pivot and click it. (note menu was "torn off" so it would stay for the pic) Notice where the rotate icon is by default.
Next press ALT key you will see the rotate icon change you can now move this to where you want to pivot the polies from. (can't take screen capture while pressing alt key so can't show what the new icon looks like) New rotation position now shown.
Now release the ALT key and rotate the polies to the desired position.
Easy! When done rotating, press ALT again and middle click it will reset the pivot point back to it's starting position, then go back in the transforms menu and unclick Modify object pivot.
For your second problem it all depends, is this for a take off animation? If so just put the bone at the pivot point and weight all the point of the part that have to pivot to that bone.
If it just for a prop you can just move the pivot point for the polygons in question.
For example, in the next 3 pictures is how to pivot a wing on the xwing.
First select the polygons of what needs to pivot, then select rotate. Then under the transform pull down go to where it says Modify object pivot and click it. (note menu was "torn off" so it would stay for the pic) Notice where the rotate icon is by default.
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fiddler_on_the_roof
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Re: Textures gone after export
ok, thanks!
wait
wait
yeah, its a take off animation. how do i create the skeleton for the ship? i know how to draw the skeleton, but what then?FragMe! wrote:For your second problem it all depends, is this for a take off animation? If so just put the bone at the pivot point and weight all the point of the part that have to pivot to that bone.
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FragMe!
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Re: Textures gone after export
Have a look at this from the XSI FAQ Flyer Animation Tutorial
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fiddler_on_the_roof
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Re: Textures gone after export
wow. totally didn't see that.
thanks
edit-- i made the anims, but then when i munge them, it doesn't work.
here is the ZenAsset log, which provided me with the most info on why is wasn't working
what do i have to do?
thanks
thanks
edit-- i made the anims, but then when i munge them, it doesn't work.
here is the ZenAsset log, which provided me with the most info on why is wasn't working
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thanks
- DarthD.U.C.K.
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Re: Textures gone after export(+ anim problems(NEW))
these errors are common, they arent serious
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fiddler_on_the_roof
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Re: Textures gone after export(+ anim problems(NEW))
then how come when i munge and use those anims, my map crashes?
(not trying to sound rude)
(not trying to sound rude)
- DarthD.U.C.K.
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Re: Textures gone after export(+ anim problems(NEW))
maybe you did something wrong exporting them and setting them up?
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(not trying to sound rude)
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FragMe!
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Re: Textures gone after export(+ anim problems(NEW))
Post a screen capture of the hierarchy
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fiddler_on_the_roof
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Re: Textures gone after export(+ anim problems(NEW))
is this what you wanted?
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FragMe!
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Re: Textures gone after export(+ anim problems(NEW))
That looks correct.
So all leftwing points are 100% weighted to bone_wing_l the rightwing points are 100% to the bone_wing_r and the rest of the model is 100% to bone_root?
Also do you have keyframes on bone_root (don't know if you are transitioning the bone_root at all) but even if you aren't should set a start, frame 0 and frame 1 as well as the end keyframe which looks to be about 50.
When you are exporting the model mesh (not animation) what do you have the keyframes set to at the bottom? Some say it doesn't make a difference but I have it start at frame 0 and end at frame 1 (same as what the base pose should be) then the takeoff animation is from frame 1 to frame 50 (or last keyframe)
Oh and did you freezeM the model? Preferrably prior to enveloping?
And it shouldn't matter but try renaming the mesh to nu_shuttle instead of nu-shuttle.
So all leftwing points are 100% weighted to bone_wing_l the rightwing points are 100% to the bone_wing_r and the rest of the model is 100% to bone_root?
Also do you have keyframes on bone_root (don't know if you are transitioning the bone_root at all) but even if you aren't should set a start, frame 0 and frame 1 as well as the end keyframe which looks to be about 50.
When you are exporting the model mesh (not animation) what do you have the keyframes set to at the bottom? Some say it doesn't make a difference but I have it start at frame 0 and end at frame 1 (same as what the base pose should be) then the takeoff animation is from frame 1 to frame 50 (or last keyframe)
Oh and did you freezeM the model? Preferrably prior to enveloping?
And it shouldn't matter but try renaming the mesh to nu_shuttle instead of nu-shuttle.
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fiddler_on_the_roof
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Re: Textures gone after export(+ anim problems(NEW))
1st part--correctFragMe! wrote:That looks correct.
So all leftwing points are 100% weighted to bone_wing_l the rightwing points are 100% to the bone_wing_r and the rest of the model is 100% to bone_root?
Also do you have keyframes on bone_root (don't know if you are transitioning the bone_root at all) but even if you aren't should set a start, frame 0 and frame 1 as well as the end keyframe which looks to be about 50.
When you are exporting the model mesh (not animation) what do you have the keyframes set to at the bottom? Some say it doesn't make a difference but I have it start at frame 0 and end at frame 1 (same as what the base pose should be) then the takeoff animation is from frame 1 to frame 50 (or last keyframe)
Oh and did you freezeM the model? Preferrably prior to enveloping?
And it shouldn't matter but try renaming the mesh to nu_shuttle instead of nu-shuttle.
2nd part--tried, didn't work(at least nothing changed in ZenAsset)
3rd part--tried, again didn't work(at least in Zen Asset)
4th part--yes, i froze before, and tried freezing again.
also, i noticed that when i export, the model moves down, but the bones don't, i don't know if this means anything though
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FragMe!
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Re: Textures gone after export(+ anim problems(NEW))
was your model created in the landed position?
the shifting is normally cause by when the mesh is moved from its created position and enveloped prior to model and transitions being frozen.
The model should be in landed pose at the proper position in x,y,z before starting to do the animation
the shifting is normally cause by when the mesh is moved from its created position and enveloped prior to model and transitions being frozen.
The model should be in landed pose at the proper position in x,y,z before starting to do the animation
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fiddler_on_the_roof
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Re: Textures gone after export(+ anim problems(NEW))
ok, i'll try that.
thanks
edit-i think i got it to work, thanks!! there isn't anything in the zenasset that is a warning or an error (trying it out)
edit2--
or is there another way to stop the shifting without re-envelping, and can i transfer the weight map to the new envelope?
thanks
edit-i think i got it to work, thanks!! there isn't anything in the zenasset that is a warning or an error (trying it out)
edit2--
ok. yeah, i modeled it in the flight position, but the anims have no problems, just the shifting before export. i'll freeze the transformations and re-envelopeFragMe! wrote:was your model created in the landed position?
the shifting is normally cause by when the mesh is moved from its created position and enveloped prior to model and transitions being frozen.
The model should be in landed pose at the proper position in x,y,z before starting to do the animation
or is there another way to stop the shifting without re-envelping, and can i transfer the weight map to the new envelope?



