![]() Collision For ZETools to recognize cloth collision primitives the name needs to start with "c_". UV/Cloth Splits Cloth will be split along UV seams, so UV accordingly. There's a high change triangles might produce artifacts in the cloth simulation. Cloth Guidelines Geometry Try to avoid triangles in the cloth mesh. Geometry There might be some misplaced edges. For SWBF1 you need to have at least one material though. It should be possible to re-export animations directly after import. Import Guidelines Animation Animations will be imported as linear animations on a per-frame basis. This will add all the ZeroEngine material flags to the material.Īfterwards inspect your material (click the "Edit" button) and change those settings in the appended options. Material/Render flags are applied per material You can apply them by opening the ZETools Material Manager, selecting a material and then clicking "ZE-ify". If you have at least one material you don't need Scene_Material. No Materials You should have at least one material named Scene_Material when exporting. Try to apply the envelope only to models which won't be merged after weighting. This might slow your workflow down but it ensures the points are weighted to the correct bone after export. Weighting Only weight to objects with bone in their name(NOT: root, eff). Animation It's not important how you animate bones (FK or IK etc), the exporter will go through all frames one-by-one and get the current local transforms of every bone. Do not freeze any primitives, freezing will remove essential information. Collision Collision meshes can be created by naming the model collision_* or *_collision. ![]() All subsequent projections should be Sub-projections. ![]() UV Only apply one 'master' UV projection to a object. Supported Model Types The supported model types are: poly mesh, null, bone. Will mess up export result(missing polies). 5-Sided(or more) Polygons Might break the. Exported Objects The currently selected object + all it's children will be exported. Export Guidelines Error Checking The CheckSel function in the export dialog can detect some problems. ![]() FragMe! () Provided a tool/material for some additional research. msh research, MSH Info Tool greatly helped with debugging, interesting discussions. DarthD.U.C.K () Created some templates, provided example. AceMastermind () Created most templates, provided example. If python and pywin32 was installed correctly it should look something likeĬontributors Schlechtwetterfront/ANDEWEGET Programming, Graphics/UI, most. In the end, the directory including README.md, xsizet.ver, etc should be C:/Users/%user%/Autodesk/Softimage_2015/Addons/xsizetools/. ![]() If the page doesn't automatically navigate to the Visual C++ 2015 redist select Tools for Visual Studio 2015 on the left and then choose Microsoft Visual C++ 2015 Redistributable.Ĭ:/users/%user%/Autodesk/Softimage_%version%/Addons/ or C:/users/%user%/Softimage/Softimage_%version%/Addons/. Download and install the Visual C++ 2015 Redistributable.ĭownload both versions by selecting the format and activating the Download button.If you don't have a Softimage version of 2011 or higher,.Choose one of the releases from here and download it.To use XSIZETools you need the following: If you encounter bugs or have problems, feel free to post on the Gametoast forums (you might need to use a proxy from some countries) Alternatively you can download the most recent commit directly with the "Download ZIP" button. In general, important updates will be gathered into a release, so choosing the latest release should give you the latest working features. That includes geometry, materials with all ZeroEngine-specific flags, animations, collisions and simulated cloth. msh files for ZeroEngine (Star Wars Battlefront I and II). XSIZETools is an addon for Softimage with full export and import of 3D. ![]()
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