BryanRobertson
11-09-2009, 09:25 AM
Hi,
Apologies for the massive wall of text I'm about to inflict on you, but does anyone have any experience exporting Skeletal meshes from XSI Modtool? :)
I purchased a bunch of animated character and weapon models in .x format a while ago, and I'd like to try importing them into Unreal. (I'm using some of the model packs from http://www.fpscreator.com/ if anyone's interested)
After much pain, trying to get animated .X files to import properly in various free 3D packages, I finally managed to import the models into XSI ModTool, and get them to export via ActorX.
The problem is, when I try to use exported animations on the models in Unreal, the mesh gets distorted. After a bit of investigation, this seems to be because the skeleton is offset from the model.
When I look at the model in XSI mod tool, it's quite a bit above the origin (maybe a metre or two). It looks like the exporter is moving the model down to the origin, but not doing anything to the skeleton. Similarly, if I import the X file without using the "reorient scene" option, in UnrealEd, it looks like the skeleton is being exported in such a way that it doesn't respect any of the transforms performed on the model (the character is lying down on the Y axis, but the skeleton is standing upright).
Does anyone know of a good way to solve this? I've not tried moving the model closer to the origin yet (as I ran out of time), but it seems like this would be an error-prone process, if I don't do it perfectly.
Is there a way around this? Is there something that I need to do in XSI after importing the .X file? Given that .X is more of a toy format, than something that's used in the industry, I wouldn't be surprised if the imported skeleton is somehow different from one created in XSI from scratch.
I'd appreciate a bit of help on this, as unfortunately I'm a programmer, not an artist :)
It's a good thing too, it seems like the life of a hobbyist game-artist is extremely difficult if you don't have £3K to shell out on a proper modelling package (or you're eligible for a student discount). At least programmers have a load of decent cheap/free tools available, such as Visual Studio Express/Standard Edition. The free/cheap modelling tools available seem to be extremely clunky, and/or extremely limited.
Apologies for the massive wall of text I'm about to inflict on you, but does anyone have any experience exporting Skeletal meshes from XSI Modtool? :)
I purchased a bunch of animated character and weapon models in .x format a while ago, and I'd like to try importing them into Unreal. (I'm using some of the model packs from http://www.fpscreator.com/ if anyone's interested)
After much pain, trying to get animated .X files to import properly in various free 3D packages, I finally managed to import the models into XSI ModTool, and get them to export via ActorX.
The problem is, when I try to use exported animations on the models in Unreal, the mesh gets distorted. After a bit of investigation, this seems to be because the skeleton is offset from the model.
When I look at the model in XSI mod tool, it's quite a bit above the origin (maybe a metre or two). It looks like the exporter is moving the model down to the origin, but not doing anything to the skeleton. Similarly, if I import the X file without using the "reorient scene" option, in UnrealEd, it looks like the skeleton is being exported in such a way that it doesn't respect any of the transforms performed on the model (the character is lying down on the Y axis, but the skeleton is standing upright).
Does anyone know of a good way to solve this? I've not tried moving the model closer to the origin yet (as I ran out of time), but it seems like this would be an error-prone process, if I don't do it perfectly.
Is there a way around this? Is there something that I need to do in XSI after importing the .X file? Given that .X is more of a toy format, than something that's used in the industry, I wouldn't be surprised if the imported skeleton is somehow different from one created in XSI from scratch.
I'd appreciate a bit of help on this, as unfortunately I'm a programmer, not an artist :)
It's a good thing too, it seems like the life of a hobbyist game-artist is extremely difficult if you don't have £3K to shell out on a proper modelling package (or you're eligible for a student discount). At least programmers have a load of decent cheap/free tools available, such as Visual Studio Express/Standard Edition. The free/cheap modelling tools available seem to be extremely clunky, and/or extremely limited.