  | | | Help_dot.xsi file export | Help_dot.xsi file export 2005-02-04 - By Homam Bahnassi
Back 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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