(HELP) Exporting and making Animations in XSI

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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bamdur123
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(HELP) Exporting and making Animations in XSI

Post by bamdur123 »

I recently made a sliding door animation. i made a dummyroot and put in all objects
and now i try to export it i see no anim files. did i do it right? if not then can somebody help me.
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Re: (HELP) Exporting and making Animations in XSI

Post by AceMastermind »

If it's not working then you either didn't do it right or your munge files may need to be modified if using an OS other than XP.
The animation files you export from XSI will be msh files, you must pre-munge these using the .bat files before munging it all with VisualMunge.

Did you follow the tutorials or are you just guessing what to do as you go?

You are the only one that knows what you've done, please give more details explaining the steps you've taken to this point and also provide screenshots, video or even a scene file to show what you have done so this community can give you the best possible help.

Welcome to Gametoast! :thumbs:
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Re: (HELP) Exporting and making Animations in XSI

Post by bamdur123 »

i followed a simple door tutorial by fragme and i sucessfuly exported a .zaabin and .zafbin but when i use it in game. it crashes the game. did i do something wrong?


C:\LucasArts\BFBuilder\DataObjects1\Common\Animations\door_test>zenasset /multimsh /keepfra
me0 /specialquathack
-- Processing directory C:\LucasArts\BFBuilder\DataObjects1\Common\Animations\door_test
Processing file basepose.msh, will save in C:\LucasArts\BFBuilder\DataObjects1\Comm
on\Animations\door_test\\door_test.zaf
*** WARNING: Bone <door_left> may be a floating bone
*** WARNING: Bone <bone_root> may be a floating bone
*** WARNING: Bone <hp_door> may be a floating bone
*** WARNING: Skin model segment 0 has too many/few vert colors?
*** WARNING: Skin model segment 0 has too many/few vert colors?
*** WARNING: Skin model segment 0 has too many/few vert weights?
*** WARNING: Skin model segment 0 has too many/few UVs?
*** WARNING: Skin model segment 0 has too many/few vert colors?
.*** WARNING: Animation <animation> has a framerate <29.970030> that isn't 30fps. Framerat
e correction code has not been done yet
.*** WARNING: Animation <open> has a framerate <29.970030> that isn't 30fps. Framerate cor
rection code has not been done yet


C:\LucasArts\BFBuilder\DataObjects1\Common\Animations\door_test>binmunge -inputfile *.zaa -
chunkid zaa_ -ext zaabin -outputdir ..\Animations
Munging door_test.zaa

C:\LucasArts\BFBuilder\DataObjects1\Common\Animations\door_test>binmunge -inputfile *.zaf -
chunkid zaf_ -ext zafbin -outputdir ..\Animations
Munging door_test.zaf

C:\LucasArts\BFBuilder\DataObjects1\Common\Animations\door_test>del *.zaa

C:\LucasArts\BFBuilder\DataObjects1\Common\Animations\door_test>del *.zaf

C:\LucasArts\BFBuilder\DataObjects1\Common\Animations\door_test>pause
Press any key to continue . . .


that is what i get did i do somethign wrong?
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Re: (HELP) Exporting and making Animations in XSI

Post by DarthD.U.C.K. »

did you call the opening animation "open"?
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Re: (HELP) Exporting and making Animations in XSI

Post by bamdur123 »

yes i have a animation.msh a basepose.msh and a open.msh is there somethign im missing or is a animation.msh not needed? and is the basepose supposed to be a smaller size then the anim files
my basepose is 12 kb and my open is 7
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Re: (HELP) Exporting and making Animations in XSI

Post by DarthD.U.C.K. »

you must call the openinganim "open" otherwise it will crash the game without warnings.
the basepose contains all the bones and hardpoints for the door while "open" contains the openinganimation
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Re: (HELP) Exporting and making Animations in XSI

Post by FragMe! »

Provide a screen shot of the bone hierachy in xsi.

The floating bone error sometimes happens if you don't have a bone common to both the door parts.

meaning
bone_root
then
bone_door_left
bone_door_right
as children of bone root.
and all 3 bones need a key frame even if it is not moving or even has anything weighted to it(bone_root for example)
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Re: (HELP) Exporting and making Animations in XSI

Post by bamdur123 »

My XSI Foundation Trial ended so i opened it up in the mod tool version. This pic is of when i was exporting the anims. Image

did i do it wrong. I know i cant export anims till i get Foundation again but Just Advice for next time would be good :runaway:

EDIT
And yes DarthD.U.C.K i have a basepose and a open.msh
would being on a 64 bit pc affect this? (BTW im using the BF1 mod tools"BFBuilder")
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