That's the part I don't know how to do. I'm sorry for sounding noobish, this is the fist time I've ever used XSI or any other 3D modeling program.ANDEWEGET wrote:re-envelope the part to the according bone.
XSI ZETools
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- commanderawesome
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Re: XSI ZETools
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Re: XSI ZETools
The character files from SWTCW have animations stored in them.UnpackError: Unrecognized chunk brea in MSHUnpack
"brea" is actually the first 4 letters of the breatheloop animation name in the ANM2 chunk.
I had some success by opening the rep_inf_amidala_anims.msh with MshEdit and deleting the ANM2 chunk and saving out a new msh, then importing the new msh with ZETools into Mod Tool 7.5. The only thing I saw missing of some importance was the UVs for the belt pouches (center_pivot).
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Re: XSI ZETools
can i import arctrooper.msh getting cloth collisions and getting cloth fixed points using new version of ZETools ?
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Re: XSI ZETools
@commanderawesome: Find some tutorials via Google, those can explain it way better than I can.
@Deviss: It should be working, yes.
@AceMastermind: Yeah, TCW .msh files have multiple animations per CYCL chunk whereas SWBF .msh files only have one. The unpacker expected only one animation and then tried to find a new chunk.
The problem with the UVs was a bug with ZETools actually.
Both of those are fixed, characters seem to import fine now. Animations are messed up though, not sure why (yet).
Changelog:
@Deviss: It should be working, yes.
@AceMastermind: Yeah, TCW .msh files have multiple animations per CYCL chunk whereas SWBF .msh files only have one. The unpacker expected only one animation and then tried to find a new chunk.
The problem with the UVs was a bug with ZETools actually.
Both of those are fixed, characters seem to import fine now. Animations are messed up though, not sure why (yet).
Changelog:
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- giftheck
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Re: XSI ZETools
I wouldn't worry about the animations as they would surely be incompatible with SWBF anyway. And for import you can always just choose to ignore the animations so that the model imports in its basepose position.
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Re: XSI ZETools
i cant do it :SANDEWEGET wrote:@Deviss: It should be working, yes.
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- ANDEWEGET
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Re: XSI ZETools
Get ModTool 7.5 or one of the newer student versions and test it again. 5.11 isn't supported/tested.
If you still encounter the problem, there should be a pop up asking to save the error to the clipboard, do that and paste it here.
If you still encounter the problem, there should be a pop up asking to save the error to the clipboard, do that and paste it here.
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Re: XSI ZETools
Yeah, I believe the only thing you can use ZETools (older versions) in 5.11 for is importing animations.
Everything animated in TCW has animations stored with the geometry (props, characters, vehicles). I've been playing around with cis_fly_landing1.msh (CIS Core ship) takeoff animation and the cis_boss_cydon.msh 9pose so far this evening.
Thank you again ANDE!
Nonsense, that is what MOTOR is for! I would love to play around with all the different animations from TCW.ggctuk wrote:I wouldn't worry about the animations as they would surely be incompatible with SWBF anyway.
Everything animated in TCW has animations stored with the geometry (props, characters, vehicles). I've been playing around with cis_fly_landing1.msh (CIS Core ship) takeoff animation and the cis_boss_cydon.msh 9pose so far this evening.
Thank you again ANDE!
- giftheck
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Re: XSI ZETools
I assume Deviss has a better computer than me and I managed just fine to get Mod Tool 7.5 to run (eventually) on my 7-year-old Windows Vista laptop.
As for the animations, so far, they seem to screw up on import (IE I tried to import Amidala with anims and she was in a pretty funny position)
As for the animations, so far, they seem to screw up on import (IE I tried to import Amidala with anims and she was in a pretty funny position)
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Re: XSI ZETools
It seems the animations only mess up with enveloped meshes, not sure what would cause that though.
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Re: XSI ZETools
i tried with mod tools 7.5 and i get this error:ANDEWEGET wrote:Get ModTool 7.5 or one of the newer student versions and test it again. 5.11 isn't supported/tested.
If you still encounter the problem, there should be a pop up asking to save the error to the clipboard, do that and paste it here.
Hidden/Spoiler:
- ANDEWEGET
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Re: XSI ZETools
Which .msh are you trying to import?
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- Master of the Force
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Re: XSI ZETools
one model with hex edited kama, should i try with stock models?ANDEWEGET wrote:Which .msh are you trying to import?
EDIT: it work fine with stock arctrooper and clonecommander, the cloth collisions appear as sphere, i think they are cylinders no?
- ANDEWEGET
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Re: XSI ZETools
New update.
Can you try importing the same .msh again? If it still doesn't work, please upload it somewhere and send me the link.
Can you try importing the same .msh again? If it still doesn't work, please upload it somewhere and send me the link.
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- Master of the Force
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Re: XSI ZETools
yes its this one :ANDEWEGET wrote:New update.
Can you try importing the same .msh again? If it still doesn't work, please upload it somewhere and send me the link.
http://www.mediafire.com/download/3cka6 ... Bly+1.5.7z
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- giftheck
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Re: XSI ZETools
I notice the Pandemic Tools have a way to edit flags. Is that built into Mod Tool or into ZETools?
- ANDEWEGET
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Re: XSI ZETools
Check out the Materials section here: http://schlechtwetterfront.github.io/xs ... export-mat
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- Master of the Force
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Re: XSI ZETools
many thanks, issue fixed (cloth collisions and importing models with hex edited kama)
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Re: XSI ZETools
Hey, I'm super tired and should go to bed instead of reading forums and I just royally messed up my stock install of XSI modtool 7.5, but did I read right that this tool now supports exporting cloth? Because I would be super excited if that were so... as long as I can also get my XSI fixed...
edit: fixed sort of
edit: fixed sort of