XSI ZETools
Moderator: Moderators
- ANDEWEGET
- Ancient Force
- Posts: 1266
- Joined: Tue Apr 01, 2008 8:42 am
- Location: Germany
- Contact:
Re: XSI ZETools
Null hierarchies should work since... weeks. If unit exporting works(to some degree) this should definitely work.
I have to take a look at darth vader... exporting the unit template worked fine.
I dunno wat the shadowmesh errors are supposed to mean, the first two seem to be caused by either a bad envelope in xsi/multiple envelopes or Ive messed something up... Could you check if exporting the unit template works for you?
I have to take a look at darth vader... exporting the unit template worked fine.
I dunno wat the shadowmesh errors are supposed to mean, the first two seem to be caused by either a bad envelope in xsi/multiple envelopes or Ive messed something up... Could you check if exporting the unit template works for you?
-
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: XSI ZETools
Oh! Alright then, I just haven't updated since like, the first release that supports .msh exporting.
- ANDEWEGET
- Ancient Force
- Posts: 1266
- Joined: Tue Apr 01, 2008 8:42 am
- Location: Germany
- Contact:
Re: XSI ZETools
Just took a look at Darth Vader. Exporting him cannot work, because he has multiple clusters.
Ill try to get cloth working and after that Ill see if I can find a good way to support multiple clusters.
BTW, I love python, and meself. My overclock somehow killed my windows so I had to reformat/reinstall but because Im lazy and didnt exclude the unfinished functions from the uploaded versions I didnt loose them.
BTW #2, would you like something like a path rememberer? This would save the path on every export into a file and read it again when you launch the exporter from ZE Tools>Export .MSH...
Ill try to get cloth working and after that Ill see if I can find a good way to support multiple clusters.
BTW, I love python, and meself. My overclock somehow killed my windows so I had to reformat/reinstall but because Im lazy and didnt exclude the unfinished functions from the uploaded versions I didnt loose them.
BTW #2, would you like something like a path rememberer? This would save the path on every export into a file and read it again when you launch the exporter from ZE Tools>Export .MSH...
- Cerfon Rournes
- Master Bounty Hunter
- Posts: 1558
- Joined: Thu Jul 08, 2010 5:53 pm
- Projects :: WIP. I will reveal what it is later on..
- xbox live or psn: No gamertag set
- Location: New York, USA
- Contact:
Re: XSI ZETools
Did you get the same errors that I got?ANDEWEGET wrote:Just took a look at Darth Vader. Exporting him cannot work, because he has multiple clusters.
Ill try to get cloth working and after that Ill see if I can find a good way to support multiple clusters.
That would be helpful. It was a real chore to repeatedly find my folder after changing a few options and exporting again.BTW #2, would you like something like a path rememberer? This would save the path on every export into a file and read it again when you launch the exporter from ZE Tools>Export .MSH...
- ANDEWEGET
- Ancient Force
- Posts: 1266
- Joined: Tue Apr 01, 2008 8:42 am
- Location: Germany
- Contact:
Re: XSI ZETools
Just a small progress update:ANDEWEGET wrote:Yeah, I forgot if I got the second error but I got loads of the first one(bone index thing).
Path now gets stored on every export, it gets loaded if you launch the MSH export dialog(not double clicking the MSHExport property under scene root).
I suppose the next version will be out tomorrow or saturday. This one most likely will just be a performance update though. It would be nice if some people could post the times they get on exporting(you dont have to actively stress it, just export anything).
IE:
Time: 20 seconds, 2000 ms
Models: 4
Points: 23049
Polygons: 30234
+ Vertex Colors, UVs
something like that. So I can make a before/afterwards comparison and see how it performs across different machines.
- PvtMichaelJCaboose
- Private Second Class
- Posts: 65
- Joined: Tue Nov 08, 2011 5:58 pm
- Contact:
Re: XSI ZETools
This is going to sound like a n00b question- I installed it, but can't find the .msh exporter, help plz?
-
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: XSI ZETools
In the toolbar at the top, you should see "ZE Tools". Click that, and then click "Export .msh". Do you have the XSI ZE Tools installed?
- Tears2Roses
- Chief Warrant Officer
- Posts: 336
- Joined: Thu Jul 07, 2011 9:20 am
- Projects :: Oh some random stuff who knows
- xbox live or psn: PC beats xbox.
Re: XSI ZETools
I dont have the most recent version of ZE tools installed, but im having a weird problem. I had ZE tools working, and then it would work for a while then disapear.

All I have to do to get it back is:
Then im good.

What could be causing this? Is it just me? Has this been fixed in a later verison of ZE tools?
All I have to do to get it back is:
Hidden/Spoiler:
What could be causing this? Is it just me? Has this been fixed in a later verison of ZE tools?
- Cerfon Rournes
- Master Bounty Hunter
- Posts: 1558
- Joined: Thu Jul 08, 2010 5:53 pm
- Projects :: WIP. I will reveal what it is later on..
- xbox live or psn: No gamertag set
- Location: New York, USA
- Contact:
Re: XSI ZETools
I'll post a result time later today.ANDEWEGET wrote: It would be nice if some people could post the times they get on exporting(you dont have to actively stress it, just export anything).
IE:
Time: 20 seconds, 2000 ms
Models: 4
Points: 23049
Polygons: 30234
+ Vertex Colors, UVs
something like that. So I can make a before/afterwards comparison and see how it performs across different machines.
About the model export: I'm still trying to get a model exported with unit_template_beta; I'll post results after I've finished the process.
- ANDEWEGET
- Ancient Force
- Posts: 1266
- Joined: Tue Apr 01, 2008 8:42 am
- Location: Germany
- Contact:
Re: XSI ZETools
This doesnt have anything to do with my plugin. Something seems to reset the registry/delete the python key from the registry... Do you use any cleaning software to clean your registry?
@PvtMichaelJCaboose:
Check if you did all the steps to install it: https://sites.google.com/site/andescp/zetools_faq
@Cerfon:
Im able to open ZETools>ZE Tools..., select unit_template, press Import, press OK, create a material, select the DummyRoot, ZE Tools>Export .MSH..., disable BBox, Export.
@PvtMichaelJCaboose:
Check if you did all the steps to install it: https://sites.google.com/site/andescp/zetools_faq
@Cerfon:
Im able to open ZETools>ZE Tools..., select unit_template, press Import, press OK, create a material, select the DummyRoot, ZE Tools>Export .MSH..., disable BBox, Export.
- Cerfon Rournes
- Master Bounty Hunter
- Posts: 1558
- Joined: Thu Jul 08, 2010 5:53 pm
- Projects :: WIP. I will reveal what it is later on..
- xbox live or psn: No gamertag set
- Location: New York, USA
- Contact:
Re: XSI ZETools
Ahh, that unit template! Got it; I'll bring in results later on.ANDEWEGET wrote: @Cerfon:
Im able to open ZETools>ZE Tools..., select unit_template, press Import, press OK, create a material, select the DummyRoot, ZE Tools>Export .MSH..., disable BBox, Export.
- ANDEWEGET
- Ancient Force
- Posts: 1266
- Joined: Tue Apr 01, 2008 8:42 am
- Location: Germany
- Contact:
Re: XSI ZETools
Oh yeah!
(If anyone wonders why my exporter displays more verts, the .msh file stores more positions to simplify relations between normals/uvs/weights etc).
Vertices, normals and faces are good now. The other stuff(weighs, uvs, vertex colors)dont take up that much time but Ill optimize them too while Im at it.

Hidden/Spoiler:
Vertices, normals and faces are good now. The other stuff(weighs, uvs, vertex colors)dont take up that much time but Ill optimize them too while Im at it.
- Cerfon Rournes
- Master Bounty Hunter
- Posts: 1558
- Joined: Thu Jul 08, 2010 5:53 pm
- Projects :: WIP. I will reveal what it is later on..
- xbox live or psn: No gamertag set
- Location: New York, USA
- Contact:
Re: XSI ZETools
It exported!
Looks kind of strange, however..
Here are the munge log errors.
Export information:
Random question: Can the tools export shadowvolume?

Looks kind of strange, however..

Hidden/Spoiler:
Code: Select all
ERROR[PC_modelmunge msh\new_unit.msh]:Skin Bone index not found in new skeleton!!
4384 Errors 2 Warnings
Hidden/Spoiler:
- ANDEWEGET
- Ancient Force
- Posts: 1266
- Joined: Tue Apr 01, 2008 8:42 am
- Location: Germany
- Contact:
Re: XSI ZETools
Thanks! Is this exactly the unit_template which comes with the XSIZETools?
- Cerfon Rournes
- Master Bounty Hunter
- Posts: 1558
- Joined: Thu Jul 08, 2010 5:53 pm
- Projects :: WIP. I will reveal what it is later on..
- xbox live or psn: No gamertag set
- Location: New York, USA
- Contact:
Re: XSI ZETools
Yes.ANDEWEGET wrote:Thanks! Is this exactly the unit_template which comes with the XSIZETools?
?Random question: Can the tools export shadowvolume?
- ANDEWEGET
- Ancient Force
- Posts: 1266
- Joined: Tue Apr 01, 2008 8:42 am
- Location: Germany
- Contact:
Re: XSI ZETools
Depends on what you mean by shadowvolume. It cant create shadow meshes youd get by exporting a model with a parameter called 'shadowvolume' via the pandemic exporter. model_munge can generate shadow data from objects named 'sv_something'(I believe).
- Cerfon Rournes
- Master Bounty Hunter
- Posts: 1558
- Joined: Thu Jul 08, 2010 5:53 pm
- Projects :: WIP. I will reveal what it is later on..
- xbox live or psn: No gamertag set
- Location: New York, USA
- Contact:
Re: XSI ZETools
That's what I was talking about. Didn't know that.ANDEWEGET wrote:model_munge can generate shadow data from objects named 'sv_something'(I believe).

- PvtMichaelJCaboose
- Private Second Class
- Posts: 65
- Joined: Tue Nov 08, 2011 5:58 pm
- Contact:
Re: XSI ZETools
@ANDEWEGET I don't see it, I'm running XSI ModTool 6.01 though, is that a problem?
- Unlucky13
- Sergeant Major
- Posts: 239
- Joined: Mon Jan 24, 2011 11:11 am
- Projects :: Models models models
Re: XSI ZETools
Are you installing it to C:\Users\Username\Softimage\Softimage_6.01(or something like that) and not C:\Users\Username\Softimage\Softimage_7.5?
- ANDEWEGET
- Ancient Force
- Posts: 1266
- Joined: Tue Apr 01, 2008 8:42 am
- Location: Germany
- Contact:
Re: XSI ZETools
Why dont you download 7.5? Its better, newer and still free.
Did you check all the steps in the FAQ I posted?
Did you check all the steps in the FAQ I posted?