Xsi Editing

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Clavin12
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Xsi Editing

Post by Clavin12 »

Any definitive rescources for format and such? Also more specifically, how might I translate all of the geometry up on the z axis?
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MrTwosheds
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Re: Xsi Editing

Post by MrTwosheds »

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.
Last edited by MrTwosheds on Wed Apr 20, 2011 9:43 pm, edited 1 time in total.
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Clavin12
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Re: Xsi Editing

Post by Clavin12 »

I see.
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MrTwosheds
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Re: Xsi Editing

Post by MrTwosheds »

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.
Col Klink
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Re: Xsi Editing

Post by Col Klink »

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.
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?

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?
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Nielk1
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Re: Xsi Editing

Post by Nielk1 »

My UVMaps come out fine?
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MrTwosheds
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Re: Xsi Editing

Post by MrTwosheds »

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?
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 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.
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Nielk1
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Re: Xsi Editing

Post by Nielk1 »

One could make a converter, but at that point why not just make an exporter.
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Red Spot
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Re: Xsi Editing

Post by Red Spot »

I'd think you need to know the first in order to be able to do the second ;)
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Nielk1
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Re: Xsi Editing

Post by Nielk1 »

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.
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SUB-0
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Re: Xsi Editing

Post by SUB-0 »

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

SUB-0
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