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))

Post by fiddler_on_the_roof »

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?
Hidden/Spoiler:
Image
Hidden/Spoiler:
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thanks in advance
Last edited by fiddler_on_the_roof on Fri Oct 23, 2009 1:51 pm, edited 1 time in total.
FragMe!
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Re: textures gone after export

Post by FragMe! »

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.
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Maveritchell
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Re: textures gone after export

Post by Maveritchell »

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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Re: Textures gone after export + rotation question

Post by fiddler_on_the_roof »

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
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Re: Textures gone after export

Post by FragMe! »

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.
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Image
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.
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Image
Now release the ALT key and rotate the polies to the desired position.
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Image
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.
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Re: Textures gone after export

Post by fiddler_on_the_roof »

ok, thanks!

wait
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.
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?
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Re: Textures gone after export

Post by FragMe! »

Have a look at this from the XSI FAQ Flyer Animation Tutorial
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Re: Textures gone after export

Post by fiddler_on_the_roof »

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
Hidden/Spoiler:
-- Processing directory C:\BF2_ModTools\data_SUA\Animations\SoldierAnimationBank\nu-shuttle
Processing file basepose.msh, will save in .\\\nu-shuttle.zaf
*** WARNING: While correcting joint base pose matrices, no skin was found!
*** WARNING: Bone <bone_wing_r> may be a floating bone
*** ERROR: No Skin model in MSH?
.*** WARNING: Animation <takeoff> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
what do i have to do?
thanks
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Re: Textures gone after export(+ anim problems(NEW))

Post by DarthD.U.C.K. »

these errors are common, they arent serious
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Re: Textures gone after export(+ anim problems(NEW))

Post by fiddler_on_the_roof »

then how come when i munge and use those anims, my map crashes?
(not trying to sound rude)
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Re: Textures gone after export(+ anim problems(NEW))

Post by DarthD.U.C.K. »

maybe you did something wrong exporting them and setting them up?
(not trying to sound rude)
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Re: Textures gone after export(+ anim problems(NEW))

Post by FragMe! »

Post a screen capture of the hierarchy
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Re: Textures gone after export(+ anim problems(NEW))

Post by fiddler_on_the_roof »

is this what you wanted?
Hidden/Spoiler:
Image
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Re: Textures gone after export(+ anim problems(NEW))

Post by FragMe! »

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.
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Re: Textures gone after export(+ anim problems(NEW))

Post by fiddler_on_the_roof »

FragMe! 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.
1st part--correct

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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Re: Textures gone after export(+ anim problems(NEW))

Post by FragMe! »

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
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Re: Textures gone after export(+ anim problems(NEW))

Post by fiddler_on_the_roof »

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--
FragMe! 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
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-envelope

or is there another way to stop the shifting without re-envelping, and can i transfer the weight map to the new envelope?
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