Killed UV when exporting to msh [solved]
Moderator: Moderators
- Anakin
- Master of the Force

- Posts: 4817
- Joined: Sat Sep 19, 2009 11:37 am
- Projects :: RC Side Mod - Remastered - SWBF3 Legacy
- Location: Mos Espa (germany)
Killed UV when exporting to msh [solved]
Hi,
i just tryed to export to dotXSI in Softimage 7.5 BUt nothing happens. Not error, nothing just the export window disappear when i press export, but there is no exported file.
So i had a look at the plugin manager and it says "invalid: C:\Softimage\"...."dotXSIConverter.32.dll"
Any idea why this happens and how to fix it??
i just tryed to export to dotXSI in Softimage 7.5 BUt nothing happens. Not error, nothing just the export window disappear when i press export, but there is no exported file.
So i had a look at the plugin manager and it says "invalid: C:\Softimage\"...."dotXSIConverter.32.dll"
Any idea why this happens and how to fix it??
Last edited by Anakin on Thu Oct 09, 2014 1:00 pm, edited 2 times in total.
- AceMastermind
- Gametoast Staff

- Posts: 3285
- Joined: Mon Aug 21, 2006 6:23 am
- Contact:
Re: failed to export to dotXSI
File > Crosswalk > Export
.XSI 5.0 (text) and .XSI 5.0 (binary) working fine here.
File > Export > dotXSI throws an error but it still exports the data and looks fine in other programs.
Describe your steps.
.XSI 5.0 (text) and .XSI 5.0 (binary) working fine here.
File > Export > dotXSI throws an error but it still exports the data and looks fine in other programs.
Describe your steps.
- Anakin
- Master of the Force

- Posts: 4817
- Joined: Sat Sep 19, 2009 11:37 am
- Projects :: RC Side Mod - Remastered - SWBF3 Legacy
- Location: Mos Espa (germany)
Re: failed to export to dotXSI
File > Export > dotXSI opens an window, i took the default options > Ok > next window i select an name and took the default directory > Ok > all windows close nothing is done.
File > Crosswalk > import FBX
File > Crosswalk > Export FBX
Are the only entrys i can see under Crosswalk.
I tryed to reinstall Crosswalk (2013 x86) but the installer just find the install of XSI Softimage 2012.
File > Crosswalk > import FBX
File > Crosswalk > Export FBX
Are the only entrys i can see under Crosswalk.
I tryed to reinstall Crosswalk (2013 x86) but the installer just find the install of XSI Softimage 2012.
- AceMastermind
- Gametoast Staff

- Posts: 3285
- Joined: Mon Aug 21, 2006 6:23 am
- Contact:
Re: failed to export to dotXSI
The methods I described previously worked without any additional installations, only installed Softimage Mod Tool 7.5 and it worked right away.
Autodesk intended later versions of Crosswalk to look for specific versions of XSI. If you needed a version for 7.5 then you'll need to use an earlier release, like 2.5 etc.Anakin wrote:I tryed to reinstall Crosswalk (2013 x86) but the installer just find the install of XSI Softimage 2012.
- Anakin
- Master of the Force

- Posts: 4817
- Joined: Sat Sep 19, 2009 11:37 am
- Projects :: RC Side Mod - Remastered - SWBF3 Legacy
- Location: Mos Espa (germany)
Re: failed to export to dotXSI
Yes i found on an Autodesk Website that 3.3 was the latest Version for Mod Tool 7.5 I downloaded, installed, but there is still only FBX export/import for my mod tool. and my 5.11 foundation cannot import fbx 
And dotXSI does not work. It's doing nothing. Just like i said the plugin manager says for the dotxsi exporter dll invalid.
==EDIT==
Ok i installed XSI Mod Tool 7.5 in my VM Win 7 x86 and there are all the Crosswalk exporting options. So i opend my scene in the VM and exported to dotXSI for XSI 5 binary.
Imported to Foundation 5.11 and all looked great
I selected the cloth and wanted to select the Colisions but they already were (i tryed to use the Pandemic Addon on my Host Win 8.1 x64 and there i already klicked on the create cloth and selected the colisions and fixed points.)
I couldn't control in my VM if there fixed points where selected, because it crashed my porgramm. So i hoped they where and tryed to export. After i registered the dll manueal it worked.
I selected flatten object, but this crashed the programm again, so i did not select it and this time i choosed:
export textures
export only selected objects (i had all objects selected)
And hey it worked. At the end it says something like invalid argument 0, but who cares when there is all exported
But next time i viewed all in the mshViewer it looked like this:
Any idea why this happend and how to fix??
And dotXSI does not work. It's doing nothing. Just like i said the plugin manager says for the dotxsi exporter dll invalid.
==EDIT==
Ok i installed XSI Mod Tool 7.5 in my VM Win 7 x86 and there are all the Crosswalk exporting options. So i opend my scene in the VM and exported to dotXSI for XSI 5 binary.
Imported to Foundation 5.11 and all looked great
I couldn't control in my VM if there fixed points where selected, because it crashed my porgramm. So i hoped they where and tryed to export. After i registered the dll manueal it worked.
I selected flatten object, but this crashed the programm again, so i did not select it and this time i choosed:
export textures
export only selected objects (i had all objects selected)
And hey it worked. At the end it says something like invalid argument 0, but who cares when there is all exported
But next time i viewed all in the mshViewer it looked like this:
Hidden/Spoiler:
- AceMastermind
- Gametoast Staff

- Posts: 3285
- Joined: Mon Aug 21, 2006 6:23 am
- Contact:
Re: Killed UV when exporting to msh
You should inspect the materials on this character in your scene to see if anything strange is there. Make sure the texture looks like it should on the model prior to export too. I found the quickest way to spot most issues with materials is to view the nodes in the Render Tree (hotkey 7).
- Anakin
- Master of the Force

- Posts: 4817
- Joined: Sat Sep 19, 2009 11:37 am
- Projects :: RC Side Mod - Remastered - SWBF3 Legacy
- Location: Mos Espa (germany)
Re: Killed UV when exporting to msh
I have no idea how it should look like. Maybe you can have a look at it:
The model is shown correctly in XSI (textured decal)
Hidden/Spoiler:
- AceMastermind
- Gametoast Staff

- Posts: 3285
- Joined: Mon Aug 21, 2006 6:23 am
- Contact:
Re: Killed UV when exporting to msh
I would start by deleting the material shown on the left, this might be breaking the data on export to the msh format.
- Anakin
- Master of the Force

- Posts: 4817
- Joined: Sat Sep 19, 2009 11:37 am
- Projects :: RC Side Mod - Remastered - SWBF3 Legacy
- Location: Mos Espa (germany)
Re: Killed UV when exporting to msh
I removed all this stuff and added new materials via material, phong, image, and than i selected the images. (not new)
But the same result. This time even some parts are invisible. And there is still this Argument 0 is invalid message after it has all exported.
But the same result. This time even some parts are invisible. And there is still this Argument 0 is invalid message after it has all exported.
- AceMastermind
- Gametoast Staff

- Posts: 3285
- Joined: Mon Aug 21, 2006 6:23 am
- Contact:
Re: Killed UV when exporting to msh
Check for and remove any other junk that may have been tacked on during import/export of the .xsi file.
What OS do you currently have Foundation installed on? Have you successfully exported anything to msh with it?
What OS do you currently have Foundation installed on? Have you successfully exported anything to msh with it?
- Anakin
- Master of the Force

- Posts: 4817
- Joined: Sat Sep 19, 2009 11:37 am
- Projects :: RC Side Mod - Remastered - SWBF3 Legacy
- Location: Mos Espa (germany)
Re: Killed UV when exporting to msh
What are you thinking of?? There are only two polygons (one cloth one playermodel), the bones, and HPs (HP_camera, HP_fire)
The polygons have some clusters for different tga files.
The polygons have some clusters for different tga files.
- AceMastermind
- Gametoast Staff

- Posts: 3285
- Joined: Mon Aug 21, 2006 6:23 am
- Contact:
Re: Killed UV when exporting to msh
I don't mean the visible objects in the scene, i'm talking about unneeded clusters etc that wouldn't normally be there.
Export a textured cube and see if it works.
Export a textured cube and see if it works.
- Anakin
- Master of the Force

- Posts: 4817
- Joined: Sat Sep 19, 2009 11:37 am
- Projects :: RC Side Mod - Remastered - SWBF3 Legacy
- Location: Mos Espa (germany)
Re: Killed UV when exporting to msh
Funny i already exported an textured cube and all worked fine.
Than i removed some clusters without anything in it called ZE.... I think ZETools made them. but same result
Next i removed the cloth, but same result. I'm now trying to remove everything from the model (envelope, bones,....) but this time XSI crashed i need to restart now
==EDIT==
i needed to remove the whole UVing and make new simple Unique UVings to get it working. I don't want to make the whole UVing again. But maybe you know what it may be and how to fix
==EDIT2==
YEAH I got it working
Ok maybe there are some others with the same problem.
I go to the polymsh under Cluster and deleted everything with ZE in the name (there were nothing in the clusters)
And than under NodeProperties there are Texture_projection and ZETools-NormalsProperty (PandemicCloth at the cloth chunk) and i needed to delete the ZETools-NormalsProperty
Than i removed some clusters without anything in it called ZE.... I think ZETools made them. but same result
Next i removed the cloth, but same result. I'm now trying to remove everything from the model (envelope, bones,....) but this time XSI crashed i need to restart now
==EDIT==
i needed to remove the whole UVing and make new simple Unique UVings to get it working. I don't want to make the whole UVing again. But maybe you know what it may be and how to fix
==EDIT2==
YEAH I got it working
Ok maybe there are some others with the same problem.
I go to the polymsh under Cluster and deleted everything with ZE in the name (there were nothing in the clusters)
And than under NodeProperties there are Texture_projection and ZETools-NormalsProperty (PandemicCloth at the cloth chunk) and i needed to delete the ZETools-NormalsProperty
