XSI ZETools
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- ANDEWEGET
- Ancient Force
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Re: XSI ZETools
It probably still has some smaller issues but yes, it does.
- Anakin
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Re: XSI ZETools
Wow I was one week in holidays and after that I had two just weeks and now I see that. Great. Thank you so much that makes new restarting a lot of old projects. Do the fix points and Collisons work as well?
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- Jedi
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Re: XSI ZETools
After using it with Softimage Mod Tool. I downloaded the student edition Softimage 2015 and installed the plugin. When I tried to import I got this error:
I saw that it worked with 2014, is 2015 really that different?
Then when I selected scene_root before I imported it, the progress bars went very fast and no model showed up on the screen or explorer.Import aborted. Aborted. No Selection. Select the root of the hierarchy...
I saw that it worked with 2014, is 2015 really that different?
- Anakin
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Re: XSI ZETools
I just tested your updated ZETool and i found an error:
I got it while importing the stock Boba.
But i realy need to tell you that you made a very great progress on this. The triangulate function is very good and the weld boundary edges function works much better now. I found only one model where the triangulate does not a good job. For the stock ep3 heavy trooper. The shape looks great, but the helmet needs some different triangulation for the textures.
Hidden/Spoiler:
But i realy need to tell you that you made a very great progress on this. The triangulate function is very good and the weld boundary edges function works much better now. I found only one model where the triangulate does not a good job. For the stock ep3 heavy trooper. The shape looks great, but the helmet needs some different triangulation for the textures.
- ANDEWEGET
- Ancient Force
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Re: XSI ZETools
@MileHighGuy: Do you have "Apply animation to selected hierarchy" checked?
@Anakin: I will look into it when I have the time.
Thanks for the reports.
@Anakin: I will look into it when I have the time.
Thanks for the reports.
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- Jedi
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Re: XSI ZETools
I feel dumb. Yeah it was that.
- ANDEWEGET
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- Master Sergeant
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Re: XSI ZETools
Hi Ande, I've come upon some trouble with cloth and the 1.3.4 update of ZEtools. I've never tried exporting cloth using ZEtools so bare with me if it sounds like I have no idea what i'm doing..
I'm trying to import an already kitbashed model (bf2 ep6 luke skywalker model with tantiveIVtrooper helmet, made by tirpider) with the ep3 clone sniper cloth I hexed on using mshedit. I wanted to scale this cloth down a little since it is a bit too big for the model i'm using. (There is a gap between the fixed points of the cloth and the character mesh) The model imports fine without the cloth, but with the cloth hexed on I get this error:
nothing is enveloped anymore except for the cloth I think.
I imported the actual rep_inf_ep3sniper.msh in a new scene to try and edit the cloth on this model, export and hex it onto the other as a work around.
But if i just simply import the model into XSI and then export it, the kama object is read as part of the mesh instead of cloth. I tried setting up the cloth by selecting the kama object and selecting create cloth , added the fixed points and texture name (although clicking "add collision" and/or "pick collision" never started a pick session) hid everything under boneroot and exported the model, but it still wont read the object as cloth. Am I missing a step somewhere?
I'm trying to import an already kitbashed model (bf2 ep6 luke skywalker model with tantiveIVtrooper helmet, made by tirpider) with the ep3 clone sniper cloth I hexed on using mshedit. I wanted to scale this cloth down a little since it is a bit too big for the model i'm using. (There is a gap between the fixed points of the cloth and the character mesh) The model imports fine without the cloth, but with the cloth hexed on I get this error:
Code: Select all
# enveloper.envelope()
# File "C:\Users\Joe-MaMa\Softimage\Softimage_7.5\Addons\xsizetools-master\Application\Core\andezetimport.py", line 650, in envelope
# weights = self.make_cloth_weights(model)
# File "C:\Users\Joe-MaMa\Softimage\Softimage_7.5\Addons\xsizetools-master\Application\Core\andezetimport.py", line 676, in make_cloth_weights
# deformer_index = model.deformers.index(vert.deformer)
# ValueError: list.index(x): x not in list
I imported the actual rep_inf_ep3sniper.msh in a new scene to try and edit the cloth on this model, export and hex it onto the other as a work around.
But if i just simply import the model into XSI and then export it, the kama object is read as part of the mesh instead of cloth. I tried setting up the cloth by selecting the kama object and selecting create cloth , added the fixed points and texture name (although clicking "add collision" and/or "pick collision" never started a pick session) hid everything under boneroot and exported the model, but it still wont read the object as cloth. Am I missing a step somewhere?
- ANDEWEGET
- Ancient Force
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Re: XSI ZETools
You don't have the latest version installed.
Make sure to follow the installation instructions.
Make sure to follow the installation instructions.
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- Master Sergeant
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Re: XSI ZETools
Ahh i had an old version in another directory. That's fixed now. I was able to successfully import the model without any errors. I scaled the cloth (by selecting all points and scaling that way), then exported, but during export it stops and i get this error.
Hidden/Spoiler:
- ANDEWEGET
- Ancient Force
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Re: XSI ZETools
ZETools can't find one of the cloth collisions. From your post I gather you didn't change anything else except scaling?
If that's the case then the hex edited cloth might still have collisions that don't exist in the new model (you can check that by selecting the cloth object, ZETools>Cloth, then search for the objects in the collision box via CTRL+F).
If that's the case then the hex edited cloth might still have collisions that don't exist in the new model (you can check that by selecting the cloth object, ZETools>Cloth, then search for the objects in the collision box via CTRL+F).
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- Master Sergeant
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Re: XSI ZETools
Yeah it couldn't find them because i forgot to hex the cloth collisions on to the new model. I hexed over the collisions from the ep3 clone sniper (made sure they were under the same nodes) and munged and tested the model out in game to make sure it worked and it did with no problems. I imported it into XSI, scaled the cloth object, hid bone_root and everything under it then exported and it worked fine this time. I checked the model in 3d object viewer to check if the cloth was hidden and it was. But when I tried munging the model PC_ModelMunge crashed. I tried simply importing the model, hiding bone_root, then exporting and got the same result during munge.
- ANDEWEGET
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Re: XSI ZETools
Can you send me the .msh?
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- Master Sergeant
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Re: XSI ZETools
You have been messaged, good sir
- ANDEWEGET
- Ancient Force
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Re: XSI ZETools
Update 1.3.5
I can't actually test if the new result crashes ModelMunge or not until ~Monday but I've found some bugs.
I can't actually test if the new result crashes ModelMunge or not until ~Monday but I've found some bugs.
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Re: XSI ZETools
This is kinda random, but it'd be nice if the various components in the Material Manager - especially the materials list box - were anchored to the appropriate sides of the ppg. 

Hidden/Spoiler:
- ANDEWEGET
- Ancient Force
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Re: XSI ZETools
Anchoring doesn't exist in XSI's UI toolkit. It's pretty much as good as it will ever get in terms of scaling to other window sizes horizontally and it can't scale at all vertically. I might be able to decrease the size of the gap between the buttons and make the list box fill the same width as the name box above.
Vertically I can only hard-code a larger box.
Vertically I can only hard-code a larger box.
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- Master Sergeant
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Re: XSI ZETools
It doesnt crash modelmunge anymore! but now it looks like this, with or without scaling the cloth..ANDEWEGET wrote: I can't actually test if the new result crashes ModelMunge or not until ~Monday but I've found some bugs.

- Anakin
- Master of the Force
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Re: XSI ZETools
the facehas problems as well. It looks like an envelope error. check, if you enveloped everything right. You can select the bones in XSI and rotate them to try if everything is working, or you import an animationa and let it run.
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- Master Sergeant
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Re: XSI ZETools
I never touched the envelope for this model. It worked fine ingame before I imported into XSI and exported