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Re: XSI ZETools

Posted: Sun Nov 09, 2014 4:46 am
by Marth8880
PC_modelmunge triangulates quads automatically.

Re: XSI ZETools

Posted: Sun Nov 09, 2014 11:35 am
by ANDEWEGET
As long as you don't have polygons with more than 4 sides the model should export correctly and generally be no different than a triangulated model.

Re: XSI ZETools

Posted: Sun Nov 09, 2014 12:21 pm
by MileHighGuy
Thanks! I didn't know that.

Re: XSI ZETools

Posted: Sat May 23, 2015 1:40 pm
by ANDEWEGET
Well, well, what have we here... Just took me a bit.

https://www.youtube.com/watch?v=eLMz37D-dFA

Changelog for latest push:
Hidden/Spoiler:
Fixed a bug preventing the error dialog to show when an exception was caught while importing.
Fixed a bug that crashed the import when a COLL chunk was padded to fill an even chunk size.
Initial cloth support.
Haven't tested it too much yet so it's probably quite unstable, collisions aren't in yet either.

Re: XSI ZETools

Posted: Wed May 27, 2015 1:46 am
by MileHighGuy
Glad to see you're still working on this!

I have a problem. After assigning a normal and specular map to my model the usual way in the softimage material manager, I tried to export to .msh.

I got this error and it would not work:
Hidden/Spoiler:
Image
Use "NoneType" has no attribute "Source"

What does the error mean? Was it my mistake?

Re: XSI ZETools

Posted: Wed May 27, 2015 9:09 am
by ANDEWEGET
I need more information about your material setup, preferably a screenshot of the material graph.

Re: XSI ZETools

Posted: Wed May 27, 2015 10:30 am
by MileHighGuy
Here is my material manager.

Both materials are set up the same way.
Hidden/Spoiler:
Image
Thanks!

Re: XSI ZETools

Posted: Wed May 27, 2015 1:25 pm
by AceMastermind
You can't do that. You must use Edit Flags to assign normal and specular textures. There should only be 4 nodes displayed in the Render Tree prior to export.

Re: XSI ZETools

Posted: Wed May 27, 2015 2:29 pm
by MileHighGuy
Thanks guys. I connected the bump node to the phong instead and it worked. I don't know where I got the other way from!

Re: XSI ZETools

Posted: Wed May 27, 2015 4:24 pm
by AceMastermind
That's not how it works. I'll bet your normal and specular textures aren't working, even if it exported without error.
Check the msh in a hex editor to see if the file was written correctly with the specular and normal textures listed in the material with the proper flags.

Re: XSI ZETools

Posted: Wed May 27, 2015 5:15 pm
by MileHighGuy
You're right. I followed DarthDuck's guide for normal/specular maps and it works.

Re: XSI ZETools

Posted: Mon Jun 01, 2015 9:39 pm
by commanderawesome
So, I am trying to export a simple kitbash I did and I keep getting this error when I press the export button:
Image

All I did was import one model, delete its head, then import another model and did the opposite. The only things I touched were the polygons of the models. Both models were stock SWBF2 .mshs.

EDIT: Ok, I just needed to put both geometries in the same DummyRoot. However, it looks like this ingame:
Hidden/Spoiler:
Image
(The animations work fine, it just looks weird.)

Re: XSI ZETools

Posted: Tue Jun 02, 2015 1:53 am
by giftheck
commanderawesome wrote:So, I am trying to export a simple kitbash I did and I keep getting this error when I press the export button:
Image

All I did was import one model, delete its head, then import another model and did the opposite. The only things I touched were the polygons of the models. Both models were stock SWBF2 .mshs.

EDIT: Ok, I just needed to put both geometries in the same DummyRoot. However, it looks like this ingame:
Hidden/Spoiler:
Image
(The animations work fine, it just looks weird.)
You need to hide the shadowvolume, bone_root, bone_pelvis and hp_weapons, and if your model has it, camera_head.

Re: XSI ZETools

Posted: Tue Jun 02, 2015 7:38 pm
by commanderawesome
When I set their visibility to zero, the model still looked the same in-game. Is that how you hide things or is there something else you have to do? And before you ask, I already tried cleaning and re-munging.

Re: XSI ZETools

Posted: Tue Jun 02, 2015 8:15 pm
by Nedarb7
To hide an object you select it and press "H". In the explorer you will see a an "H" beside the name of the object. To unhide select the object and press the same key.

Re: XSI ZETools

Posted: Tue Jun 02, 2015 9:18 pm
by commanderawesome
OK, that got the shadowvolume and HP_Weapons to disappear, but the Bone Root is still there and his visor is all weird:
Hidden/Spoiler:
Image

Re: XSI ZETools

Posted: Wed Jun 03, 2015 2:43 pm
by ANDEWEGET
The visor might be an envelope problem (ie enveloped to the wrong bone or no envelope at all).
You might encounter problems if you import two meshes with the same skeleton into one scene without putting them into separate models (Create>Model>New Model). Softimage changes names automatically when there are duplicates.

Changelog for latest version:
Hidden/Spoiler:
Added support for exporting cloth collisions.
Added support for importing cloth fixed points, collisions and texture.

All exceptions are now caught with a dialog asking if the user wants to copy the exception message to the clipboard.
Progress on importing cloth primitives correctly.
I haven't tested it too much so there may be bugs. Triangles in the cloth mesh might cause problems with the constraint calculation so re-exporting without converting to quads is also prone to issues.

Re: XSI ZETools

Posted: Wed Jun 03, 2015 2:57 pm
by commanderawesome
ANDEWEGET wrote:The visor might be an envelope problem (ie enveloped to the wrong bone or no envelope at all).
You might encounter problems if you import two meshes with the same skeleton into one scene without putting them into separate models (Create>Model>New Model). Softimage changes names automatically when there are duplicates.
How might I fix this then?

Re: XSI ZETools

Posted: Wed Jun 03, 2015 3:05 pm
by giftheck
Neat additions!

Just out of curiosity, are you planning on implementing support for the Star Wars: The Clone Wars meshes (for import only so we can remap them to SWBF)? At current you cannot import any of the player models (though the scenery models work - I think it has to do with the animation system).

Here's what I get if I try to import one (this is from "rep_inf_amidala_anims.msh"):

Code: Select all

INFO (826, do_import): ==========================================
INFO (827, do_import): Starting import at 2015-06-03 20:02:54.237000.
INFO (828, do_import): .msh file path: F:\Battlefront Stuff\Assets\StarWars_TheCloneWars\rep_inf_amidala_anims.msh
INFO (847, do_import): Starting unpack.
ERROR (851, do_import): 
Traceback (most recent call last):
  File "C:\Users\Gareth\Autodesk\Softimage_Mod_Tool_7.5\Addons\xsizetools-1.3.0010\Application\Core\andezetimport.py", line 848, in do_import
    self.msh = unpacker.unpack()
  File "C:\Users\Gareth\Autodesk\Softimage_Mod_Tool_7.5\Addons\xsizetools-1.3.0010\Application\Modules\msh2_unpack.py", line 176, in unpack
    raise UnpackError('Unrecognized chunk {0} in MSHUnpack (can be a valid chunk but doesnt fit into this unpack level).'.format(hdr))
UnpackError: Unrecognized chunk brea in MSHUnpack (can be a valid chunk but doesnt fit into this unpack level).

Re: XSI ZETools

Posted: Wed Jun 03, 2015 9:11 pm
by ANDEWEGET
@commanderawesome: For smaller parts you can just extract the parts from the original mesh, delete the rest, then import the character you want to put it on and re-envelope the part to the according bone. I'm not sure what's the best way for more complex parts, like if you wanted to take the torso of one character and legs of another. Maybe there is a way to transfer weights to different bones but I'm not aware of one right now.

@ggctuk: I'd have to take a look at some of those .msh files to see how much the geometry structure differs. That error just means that "brea" is an unrecognized chunk, could be nothing depending on what that chunk contains, might even not be a chunk at all but some bug. It's not mentioned in the Pandemic Exporter source so I have no information about it.