It probably still has some smaller issues but yes, it does.
Re: XSI ZETools
Posted: Mon Jun 15, 2015 10:57 am
by Anakin
Wow I was one week in holidays and after that I had two just weeks and now I see that. Great. Thank you so much that makes new restarting a lot of old projects. Do the fix points and Collisons work as well?
Re: XSI ZETools
Posted: Wed Jun 17, 2015 5:53 pm
by MileHighGuy
After using it with Softimage Mod Tool. I downloaded the student edition Softimage 2015 and installed the plugin. When I tried to import I got this error:
Import aborted. Aborted. No Selection. Select the root of the hierarchy...
Then when I selected scene_root before I imported it, the progress bars went very fast and no model showed up on the screen or explorer.
I saw that it worked with 2014, is 2015 really that different?
Re: XSI ZETools
Posted: Thu Jun 18, 2015 4:11 am
by Anakin
I just tested your updated ZETool and i found an error:
Hidden/Spoiler:
Traceback (most recent call last):
File "<Script Block >", line 91, in importbutton_OnClicked
File "C:\Users\Carsten\Autodesk\Softimage_Mod_Tool_7.5\Addons\xsizetools-1.3.0014\Application\Core\andezetimport.py", line 842, in import_
self.do_import()
File "C:\Users\Carsten\Autodesk\Softimage_Mod_Tool_7.5\Addons\xsizetools-1.3.0014\Application\Core\andezetimport.py", line 895, in do_import
self.chain = builder.build()
File "C:\Users\Carsten\Autodesk\Softimage_Mod_Tool_7.5\Addons\xsizetools-1.3.0014\Application\Core\andezetimport.py", line 625, in build
item = builder.build()
File "C:\Users\Carsten\Autodesk\Softimage_Mod_Tool_7.5\Addons\xsizetools-1.3.0014\Application\Core\andezetimport.py", line 186, in build
self.build_c_prim()
File "C:\Users\Carsten\Autodesk\Softimage_Mod_Tool_7.5\Addons\xsizetools-1.3.0014\Application\Core\andezetimport.py", line 262, in build_c_prim
self.si_model = self.xsi.CreatePrim(self.cloth_prim_types[my_collision.primitive_type],
KeyError: 2
I got it while importing the stock Boba.
But i realy need to tell you that you made a very great progress on this. The triangulate function is very good and the weld boundary edges function works much better now. I found only one model where the triangulate does not a good job. For the stock ep3 heavy trooper. The shape looks great, but the helmet needs some different triangulation for the textures.
Re: XSI ZETools
Posted: Thu Jun 18, 2015 3:26 pm
by ANDEWEGET
@MileHighGuy: Do you have "Apply animation to selected hierarchy" checked?
@Anakin: I will look into it when I have the time.
Cube cloth collision primitives seem to be quite rare, first time I encountered one.
Re: XSI ZETools
Posted: Thu Jun 25, 2015 1:06 am
by JazzMaster
Hi Ande, I've come upon some trouble with cloth and the 1.3.4 update of ZEtools. I've never tried exporting cloth using ZEtools so bare with me if it sounds like I have no idea what i'm doing..
I'm trying to import an already kitbashed model (bf2 ep6 luke skywalker model with tantiveIVtrooper helmet, made by tirpider) with the ep3 clone sniper cloth I hexed on using mshedit. I wanted to scale this cloth down a little since it is a bit too big for the model i'm using. (There is a gap between the fixed points of the cloth and the character mesh) The model imports fine without the cloth, but with the cloth hexed on I get this error:
# enveloper.envelope()
# File "C:\Users\Joe-MaMa\Softimage\Softimage_7.5\Addons\xsizetools-master\Application\Core\andezetimport.py", line 650, in envelope
# weights = self.make_cloth_weights(model)
# File "C:\Users\Joe-MaMa\Softimage\Softimage_7.5\Addons\xsizetools-master\Application\Core\andezetimport.py", line 676, in make_cloth_weights
# deformer_index = model.deformers.index(vert.deformer)
# ValueError: list.index(x): x not in list
nothing is enveloped anymore except for the cloth I think.
I imported the actual rep_inf_ep3sniper.msh in a new scene to try and edit the cloth on this model, export and hex it onto the other as a work around.
But if i just simply import the model into XSI and then export it, the kama object is read as part of the mesh instead of cloth. I tried setting up the cloth by selecting the kama object and selecting create cloth , added the fixed points and texture name (although clicking "add collision" and/or "pick collision" never started a pick session) hid everything under boneroot and exported the model, but it still wont read the object as cloth. Am I missing a step somewhere?
Ahh i had an old version in another directory. That's fixed now. I was able to successfully import the model without any errors. I scaled the cloth (by selecting all points and scaling that way), then exported, but during export it stops and i get this error.
Hidden/Spoiler:
[code]Traceback (most recent call last):
File "<Script Block >", line 35, in exportbutton_OnClicked
File "C:\Users\Joe-MaMa\Softimage\Softimage_7.5\Addons\xsizetools-1.3.0015\Application\Core\andezetexport.py", line 780, in export
self.do_export()
File "C:\Users\Joe-MaMa\Softimage\Softimage_7.5\Addons\xsizetools-1.3.0015\Application\Core\andezetexport.py", line 814, in do_export
self.msh.models.add(conv.convert())
File "C:\Users\Joe-MaMa\Softimage\Softimage_7.5\Addons\xsizetools-1.3.0015\Application\Core\andezetexport.py", line 561, in convert
self.msh2_model.segments = self.get_cloth()
File "C:\Users\Joe-MaMa\Softimage\Softimage_7.5\Addons\xsizetools-1.3.0015\Application\Core\andezetexport.py", line 537, in get_cloth
clothgeo.collisions = self.get_cloth_collisions(clothgeo)
File "C:\Users\Joe-MaMa\Softimage\Softimage_7.5\Addons\xsizetools-1.3.0015\Application\Core\andezetexport.py", line 525, in get_cloth_collisions
collision.parent = self.export.xsi.Dictionary.GetObject(collision_name, False).Parent.Name.encode(STR_CODEC)
AttributeError: 'NoneType' object has no attribute 'Parent'[/code]
Re: XSI ZETools
Posted: Thu Jun 25, 2015 4:34 pm
by ANDEWEGET
ZETools can't find one of the cloth collisions. From your post I gather you didn't change anything else except scaling?
If that's the case then the hex edited cloth might still have collisions that don't exist in the new model (you can check that by selecting the cloth object, ZETools>Cloth, then search for the objects in the collision box via CTRL+F).
Re: XSI ZETools
Posted: Thu Jun 25, 2015 8:24 pm
by JazzMaster
Yeah it couldn't find them because i forgot to hex the cloth collisions on to the new model. I hexed over the collisions from the ep3 clone sniper (made sure they were under the same nodes) and munged and tested the model out in game to make sure it worked and it did with no problems. I imported it into XSI, scaled the cloth object, hid bone_root and everything under it then exported and it worked fine this time. I checked the model in 3d object viewer to check if the cloth was hidden and it was. But when I tried munging the model PC_ModelMunge crashed. I tried simply importing the model, hiding bone_root, then exporting and got the same result during munge.
I can't actually test if the new result crashes ModelMunge or not until ~Monday but I've found some bugs.
Re: XSI ZETools
Posted: Fri Jun 26, 2015 6:39 pm
by Marth8880
This is kinda random, but it'd be nice if the various components in the Material Manager - especially the materials list box - were anchored to the appropriate sides of the ppg.
Hidden/Spoiler:
Re: XSI ZETools
Posted: Fri Jun 26, 2015 8:55 pm
by ANDEWEGET
Anchoring doesn't exist in XSI's UI toolkit. It's pretty much as good as it will ever get in terms of scaling to other window sizes horizontally and it can't scale at all vertically. I might be able to decrease the size of the gap between the buttons and make the list box fill the same width as the name box above.
Vertically I can only hard-code a larger box.
Re: XSI ZETools
Posted: Fri Jun 26, 2015 11:58 pm
by JazzMaster
ANDEWEGET wrote: I can't actually test if the new result crashes ModelMunge or not until ~Monday but I've found some bugs.
It doesnt crash modelmunge anymore! but now it looks like this, with or without scaling the cloth..
Re: XSI ZETools
Posted: Sat Jun 27, 2015 4:58 am
by Anakin
the facehas problems as well. It looks like an envelope error. check, if you enveloped everything right. You can select the bones in XSI and rotate them to try if everything is working, or you import an animationa and let it run.
Re: XSI ZETools
Posted: Sun Jun 28, 2015 3:57 pm
by JazzMaster
I never touched the envelope for this model. It worked fine ingame before I imported into XSI and exported