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Re: XSI ZETools

Posted: Tue Jul 22, 2014 12:19 pm
by Marth8880
I noticed a very common triangulation/quadrangulation issue with importing many mshs. The imported mshs are supposed to look less like this:

Image

And more like this:

Image

The msh in the first image was imported using the latest build (the result is the same in the build preceding it) and the msh in the second image was imported using the build directly preceding the build in which the collision primitive import/export was fixed. The msh in discussion is pol1_prop_asteroid_02.msh.

Re: XSI ZETools

Posted: Tue Jul 22, 2014 12:21 pm
by MileHighGuy
Yeah I get that too with all my imports. Honestly my only complaint with the program :/

Re: XSI ZETools

Posted: Tue Jul 22, 2014 12:26 pm
by Marth8880
MileHighGuy wrote:Honestly my only complaint with the program :/
Lol, I know right? Everything else is nearly perfect! :) Minus, of course, the lack of full cloth-creation support, which I presume is still being worked on.

Re: XSI ZETools

Posted: Tue Jul 22, 2014 12:40 pm
by Anakin
It's a problem with the weld boundary edge (or something like that). Disable the option when you import the mesh and make it in XSI. Choose a very low value and all works fine.

Re: XSI ZETools

Posted: Tue Jul 22, 2014 12:46 pm
by MileHighGuy
Really? I have weld boundary edge disabled and it still happens. What value slider are you talking about?

Re: XSI ZETools

Posted: Tue Jul 22, 2014 12:50 pm
by Marth8880
Anakin wrote:It's a problem with the weld boundary edge (or something like that). Disable the option when you import the mesh and make it in XSI. Choose a very low value and all works fine.
Nope. Same exact result.
MileHighGuy wrote:What value slider are you talking about?
Probably this one:

Image

Re: XSI ZETools

Posted: Wed Jul 23, 2014 2:33 am
by jojo3450
I tried opening the magna guard with gimp but wouldn't open what do I do

Re: XSI ZETools

Posted: Wed Jul 23, 2014 3:12 am
by Anakin
post in the right thread....

please read the board rules and look for the right threads. This thread here is for the XSI Softimage Addon ZETools made by ande. And not for gimp problems.

Re: XSI ZETools

Posted: Wed Jul 23, 2014 10:03 am
by ANDEWEGET
Exposed an option to triangulate on import to the Settings Tab. Should fix it. There might be a problem with the algorithm that tries to keep as many quads as possible which is used as default.

Re: XSI ZETools

Posted: Wed Jul 23, 2014 10:14 am
by Anakin
that'S what i mean.
Image

p.s. are you still working on the cloth thing??

Re: XSI ZETools

Posted: Wed Jul 23, 2014 10:57 am
by MileHighGuy
ANDEWEGET wrote:Exposed an option to triangulate on import to the Settings Tab. Should fix it. There might be a problem with the algorithm that tries to keep as many quads as possible which is used as default.
Thanks for this. The triangulation gets it wrong a few times, but overall it the models look much better.

Re: XSI ZETools

Posted: Wed Jul 23, 2014 3:35 pm
by Marth8880
Oh, thank you SO much! That's SO much better! :D


I'm having problems exporting some imported unit models - specifically my Collector and Geth models. Here's how the Collector looks in XSI:
Hidden/Spoiler:
Image
Here's how the legs deform for some reason in XSI:
Hidden/Spoiler:
Image
Here's how it's *supposed* to look and deform in-game:
Hidden/Spoiler:
Image
And here's how it *actually* looks and deforms in-game:
Hidden/Spoiler:
Image
Geth deforms basically the same way.

The model is completely untouched (other than me hiding the shadow volume and freezing the main mesh's WeldEdges operator - but it still happens when I don't freeze that operator) when I import and export it, so it's nothing *I* did. I know it's not any sort of "global" bug when importing/exporting unit models because I'm perfectly able to import and export my Alliance units just fine without any issues.

ANDE, I'll PM you both the working and not-working Collector Drone and Geth Trooper mshs if you need.

Re: XSI ZETools

Posted: Wed Jul 23, 2014 3:47 pm
by Kingpin
I think he is just trying to practice his martial-arts skills :o

On-Topic: I have nothing to help.

Re: XSI ZETools

Posted: Wed Jul 23, 2014 8:10 pm
by ANDEWEGET
The .msh files would be useful, yes.

Re: XSI ZETools

Posted: Fri Oct 10, 2014 2:35 am
by AceMastermind
I'm playing around with the latest version and just noticed exporting a basepose actually exports 2 keyframes (current frame and next) instead of just the current frame. This means you will have animation in your basepose.msh unless you remove all but the first keyframe from the timeline or adjust the time range from 0-1 (if 1 is the first frame), but this makes the 'Current frame as Basepose' option obsolete.

EDIT
Actually, the only way to not have animation in your basepose.msh here is to delete all but the first keyframe. Adjusting the timeline from 0-1 just shifts the 1-2 keys to the left, as evident on re-import.

Re: XSI ZETools

Posted: Fri Oct 10, 2014 8:47 pm
by ANDEWEGET
That's intentional, but I can't remember why.
I guess all the stock baseposes only have one frame (can't check right now)?

Re: XSI ZETools

Posted: Sat Oct 11, 2014 5:18 am
by Indytotof
Is someone can explain me how to install the ZE Tool on XSI ?

Because here i'm in trouble to do it (and I've successfully installed it in the past).

Thanks.

Re: XSI ZETools

Posted: Sat Nov 08, 2014 6:18 pm
by MileHighGuy
Can I make a request? It would be great if there was an option to triangulate on export. That way I don't have to triangulate and export then undo the triangulation to save the scene. It would make the workflow faster.

Re: XSI ZETools

Posted: Sat Nov 08, 2014 8:38 pm
by ANDEWEGET
Why do you triangulate on export?

Re: XSI ZETools

Posted: Sat Nov 08, 2014 9:49 pm
by MileHighGuy
Triangles are harder to work with. I thought you had to triangulate your models or they wouldn't work correctly?