Definitely from xsi to x

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Nime
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Joined: Mon May 01, 2006 10:40 pm

Definitely from xsi to x

Post by Nime »

Hello everyone!

I'm still testing directx export from softimage xsi (4.2 to be precise).
This is where I got stuck:

I have a simple wolf mesh, but the exported x file comes messed up.
I found out that it comes just after the animation operator (envelope) is set.
The hierarchy is simple as this:

model_root(null)
____ mesh
____ bones(hierarchy)

Image

This is what I see in the MeshView:
Image

Anyone of you guy have hints? Maybe some trick or setting I missed (BTW I tried ALL directx addon settings, plot fcurves, matrix, ecc...)?
Feel free to contact in PM too.
Once I'll get out of this export stuff, I'm surely be able to help you back in some way (hints, or models, why not?). :wink:
hybrid
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Post by hybrid »

Did you already try Irrlicht SVN version which comes with an enhanced .x loader. You can also upload the mesh somewhere or send it to me by mail (address on my webpage) for me to test the mesh.
vermeer
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Post by vermeer »

sorry if I answer you by here (I see now that you've just PMed me back..) is just due to lack of time, I prefer to answer only in one place ;)

Hey, if you can pass me (by PM, how you prefer, if is somewhat a secret project) the problematic model , as you are using XSI and I do have it. I can then check well. I have allways xsi installed. (heh, it costed quite a bit of $ as to not doing so...)

if your team doe snot allow you to do that, pass me a sample model that suffers from that. You should fear nothing anyway, I never use a model of another; am a modeler myself and I have a too much good opinion of my own skills ;) ;) So a model of another serves me for nothing ;)

Anyway, if you happen to be able to do a problematic example with a rigged cilinder, do it and send to me (by PM I'll tell you were once tell me there if are gonna do that)

BTW, just a detail...Unwrap3d got 5th july a direct XSI import...anyway, I had been way long ago succesful with direct *.x export from xsi, which opened perfect there and at any x viewer. I'm 99% is a feature of xsi you are u sing that is "too advanced" for an x export.
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vermeer
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Post by vermeer »

my xsi is 4.0, not 4.2.

I hope there's no prob wiuh that...
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Nime
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Joined: Mon May 01, 2006 10:40 pm

Post by Nime »

Many thanks guys!

XSI 4.0 and 4.2 are about the same.
I'll post a link to the mesh file as soon as I come back home.
BTW, feel free to use it if you wish, it's my own mesh and I decided to deliver it for free in exchange of any help exporting it. :D
vermeer
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Post by vermeer »

dont worry, nime, thanks for your offer, but actually I even don't use older models of mine for start another one, I allways start from zero. I guess I find a pleasure there...Only use models fromanother person or old ones from my own if an angry boss forces me to do so very literally...

IE: in last company they discovered I was faster modeling a new one than fixing a free one found, so , good thing once they noticed... ;)

that is, paste your xsi model here or at PM, so i can help u ;)

As for help in exchange, I rather prefer if someone makes sticky (cough ...afe..;) ) link for your tutorial.I f you don't have time, don't worry (we at irrlicht should make a sticky bout x, tho..). ideally if i could post also in it, to add some valuable tips. That way wouldnt get buried in tons of posts, as search later is something ppl do less and less efectively than see an sticky in front of them...Thousands of x relatedquestions here, since eons. And practically all have been answered...is imo enough frequently asked as to make an sticky with like so big huge Alert icon in there...;D
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Nime
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Post by Nime »

Nice to be with you guys :wink:
Here the RAR pack:

http://www.nikibatsprite.com/enhan/wolf_test.rar

static mesh file (dotXSI and "emdl" xsi model format)
animated mesh file (again both formats)
directx export addon I use with XSI 4.2
texture file (you may need to flip it)

I test exported files on MeshViewer, as my programmers said it's very similar to Irrlicht.

I agree Veermer, a unique complete topic on xsi exportation would be great!
vermeer
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Post by vermeer »

Indeed, I meant an *.x export sticky thread...I have thought is needed other times...and could be started with the xsi tutorial...

x issues are imho a huge percentage of the art questions here, and are of the type very few can answer, or are too long to answer, that's where an sticky is neeeded...

the sticky could start with the xsi one, if I fnd the time I could collect what I tested with max6 eons ago, after a while I could put tips for Blender x export, etc...But...that thread must be kept reaaaally clean...or wouldnt serve...I'd strongly suggest ppl not post in there,questions about it in this same section, so we'd go editing for fixes or aditional explanations...
But for now, it'll be you the one starting once I solve the problem ;) ;) I'm gonna check that model now...
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vermeer
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Post by vermeer »

We have a problem, Huston.


The model wont import into my xsi 4.0(fnd).
No compatibility in emdl -as I was afraid- and in dotxsi, it fails, loading a mesh of th ebones, oh, and when loading the static wolf, seems bones arent affecting themesh! besides bad posicioned , like mirrored wrong or something. I guess is all versions uncompatibility.

You can :

* option A) export checking the dotxsi version and putting there and older one.I'd export me both ascii and binary version, so to check which works...The newest version said here is 3.6 in export (I have no setting in import) , so, if ur exporting in something higher than 3.6, there's the prob. You could check stuff by reimporting the dotxsi...but dont give me an export from an already imported dotxsi, that could bring a bit of probs..
'export scene root when no selection' marked...but ideally if u could also export me one version without it...
The fact is...ideally name each file with the settings tested, is much more functional ;)
ie: ascii_root-yes_3-0_nurbs-curves-off.xsi
Oh, I think better set nurbs off in export settings...but please check the reimport in your xsi works...
I'd put animation filtering on with plot marked...
constraints, yes...full IK,it should not give probs...
interpolation spline, of course...
textures and copy files, yes...
3 last settings as original...(format, size x and y)


* option B) save as scn , who knows,it may load right..i have little experience with this package, tho...
Check please if your 4.2 has settings for save an scn compatible with 4.0...the fact is...I dunno even if models are saved with scn, or only as model types...there you check my "deep" knowledge of the software, lol...


Please, Do all options, after all is no much work... ;)

If I can't even open the xsi file, I can't help... ;)
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Nime
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Post by Nime »

Ok I will as I quit from office. :wink:
Nime
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Joined: Mon May 01, 2006 10:40 pm

Post by Nime »

Here I am!

http://www.nikibatsprite.com/enhan/wolf_test2.rar

Just trying some import/export settings:

dotXSI 3.0, animated, no root, no nurbs
The reimported file is messed up.

dotXSI 3.0, animated/static, root, no nurbs
The reimpoted file is ok but 2 skeleton legs are reverted.

SCN file
This one loads correctly, anyway I guess you won't be able to load it in XSI 4.0 as the softimage don't like retrocompatibility *sgrunt*.

emdl file
The one that is alright. It has no export settings, so you may load or not load it depending on your XSI version. Just give it a try 'cause is the one correct file and the one I work on.

No difference if I use "animation filtering" or not.

This is really getting weird... :shock:
vermeer
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Post by vermeer »

Ok, no luck...

"incredible" the level of compatibility between two versions of same program...lol, this rarely would happen with blender...


Ok...see, I was indeed with this of updating pending...so I'll update now mine to 4.2, after all wanna see what they improved...

Well, let's forgive em for it as still is amazing for character animation... ;)
Finally making games again!
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Nime
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Joined: Mon May 01, 2006 10:40 pm

Post by Nime »

Oh yes I hate XSI is so closed! :evil:

Anyway, I have news!
I had a briefing with my graphic programmer and we tried to build a skeleton without "simmetrize skeleton" option. I usually use it to save time when creating bones for arms or legs, but the resulting bones may have something bad for the x exporter.

I'll do more tests in this way and let you know!
vermeer
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Post by vermeer »

ouch

er...

I wrecked once a model using that..negative scales in x format are bad, bad, and in general in any engine...
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vermeer
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Post by vermeer »

I updated to 4.2, *.x addon works well, scene, the scn file loaded , the other didn't, with the anim, that is...

but export wont work, appears all messed in my x viewers.

I am afraid is some feature , advanced, you used, like I said since beguining. Unluckily I don't have knowledge yet of xsi...just a bit.

I'll wait till u upload a version without the simetry applie to skeleton, as I said, an skeleton mirror wrecked one set of anims of mine once in engine was no usable...Upload when u can. I'll then see the x export.I have lil time now for more tests , so I'll wait ur upload.

One question...do u know a way to avoid the need of not having to have normal size fonts in windows? I prefer large ones, at 1280x1024...and xsi requires that reoslution...
Finally making games again!
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