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Help_dot.xsi file export

Help_dot.xsi file export

2005-02-04       - By Homam Bahnassi

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Reply:     1     2     3  

We didn't face such problems in our XSI<->DirectSkeleton pipeline. For us,
it doesn't matter whether we export the skeleton or not. We just plot our
IKs and export to dotXSI. Then our engine does the rest of the magic. One
note only, sometimes the skeleton requires hierarchical scaling transforms
rather than the classical transform method, so we just alert our programmers
about it, and they handle that case automatically too.
dotXSI proved to be a really good file format for gaming once you get a grip
of it!

The problems you're facing seem rather in the engine itself rather than the
export. Does the exported files import correctly in XSI?

Homam Bahnassi
3D Supervisor
In|Framez

__ ____ ____ ____ ____ ____ ____ ____ __
From: George Christacopoulos [mailto:George@(protected)]
Sent: Thursday, February 03, 2005 3:19 PM
To: XSI 3dgames (E-mail); XSI Softimage (E-mail)
Subject: Help_dot.xsi file export

I have done a character animation for an online game.
When I export the dot.xsi file using the Convert to FK (keep skeleton) the
limbs tend to shake very oddly in the same position yet when I export using
the Convert to FK(with Nulls) command it works perfectly. What is the
difference between the two and why doesn't the one work.
Also the programmer on this job is having a problem to get anything to work.
He did the original game viewer for StudioMax but now when he tries to
export my dot.xsi file, it distorts the model horribly. Would the Scaling
values of my model, rig etc have an effect on this? Also I have exported a
12 frame animation of a character running that is supposed to loop, yet when
he opens it in he's viewer the first frame values he gets put the character
in it's default position, even though I never exported it's base pose in the
animation.
Can someone please shed some light on this since I have been working on this
project for ages and I'm at my wits end.
Thanking you in advance


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