Xsi Editing
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Xsi Editing
Any definitive rescources for format and such? Also more specifically, how might I translate all of the geometry up on the z axis?
- MrTwosheds
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Re: Xsi Editing
You have to do that before you convert it to xsi.
In many modeling progs that means the front is pointing up.
3dsmax exporter rotates things for you, so you don't notice this difference.
In many modeling progs that means the front is pointing up.
3dsmax exporter rotates things for you, so you don't notice this difference.
Last edited by MrTwosheds on Wed Apr 20, 2011 9:43 pm, edited 1 time in total.
Re: Xsi Editing
I see.
- MrTwosheds
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Re: Xsi Editing
The uv mapping also comes out upside down, this also needs to be sorted before you export to xsi. or you end up flipping textures to fit.
Re: Xsi Editing
It works that way with Truespace and it's 3DS exporter, so the model needs to be built at 90 degrees and exported. The X exporter works parallel with the workspace grid. I wonder how the Blender 3DS exporter handles the model orientation?MrTwosheds wrote:You have to do that before you convert it to xsi.
In many modeling progs that means the front is pointing up.
3dsmax exporter rotates things for you, so you don't notice this difference.
I wonder if an text based XSI of current design can be stripped down in notepad to conform to BZII requirements? Or would that be a lot of finger work? Could Winmerge do the same thing?
Re: Xsi Editing
My UVMaps come out fine?
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Re: Xsi Editing
Maybe, but I should think allot has changed since the bz2 format and the current one, I imagine it would be a very irritating way of doing things.I wonder if an text based XSI of current design can be stripped down in notepad to conform to BZII requirements? Or would that be a lot of finger work? Could Winmerge do the same thing?
I have always found winmerge to be mostly useless with xsi's, its really aimed at texts and documents, strictly formatted sets of numerical data are not really flexible enough for it.
Re: Xsi Editing
One could make a converter, but at that point why not just make an exporter.
Re: Xsi Editing
I'd think you need to know the first in order to be able to do the second 

Re: Xsi Editing
You actually need to know less. To make a converter you need to understand both formats. To make an exporter you nearly have to understand the target. The APIs for such things tend to be quite obvious.
Re: Xsi Editing
Well the exporter would be the user friendly way to go ...all though one could make the changes as Mr Twosheds mentioned befor saving 3dsmax to xsi format... but yeah first time i saw how my model ended up after exporting it to bz2 was disapointed flying arround nose down hehehe...
and textures didnt even show up if i remeber correctly
pluggings are the way to go ....time savers in a comunity that dosent seem to find enough time...to compleet all the things that need to be done .
i wish i could find an old version of softimage xsi that suports animations for bz2 or 3ds max
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and textures didnt even show up if i remeber correctly
pluggings are the way to go ....time savers in a comunity that dosent seem to find enough time...to compleet all the things that need to be done .
i wish i could find an old version of softimage xsi that suports animations for bz2 or 3ds max
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