View Full Version : XSI : Character and actor X help for export
03-02-2010, 09:18 AM
Okay, after a lot of tests, I can tell you the truth : I'm very bad with XSI ! :eek:
I try since 2 month to create a character with the UT3 skeletal, but I fail always. My character is rigged on the skeletal, but my export don't work properly. I get some errors.
The errors are :
Export from XSI
Invalid number of physique bone influence (0) for skin vertex 0 (1, 2, 3 ... 97).
Import from UDK :
Warning skeletal mesh has no vertex influence
I don't understand the error, because the animation test work fine :
But I think this is my organisation in the scene who are bad :
Anybody can explain to me how to export correctly my character ?
I think I miss some details, but which ?
03-27-2010, 11:26 AM
I re-used my old thread because I have a new problem in the same way...
I make a skeleton with the rig biped guide of xsi.
Looks good inside xsi :
But I get a problem inside udk :
I search inside the settings of the bones inside the right arm, but I find anything about a rotation about that's I get inside udk.
03-27-2010, 02:21 PM
I had your problems too while exporting a skeletal mesh , a pretty complex one. What fixed it for me was enveloping only the bones; if i was enveloping the root or the efector it gaves me errors like yours. Another tip is to envelope all bones beacuse it might not work if there is one with no envelope, you dont need a bone - delete it. It seams like a xsi-unreal incompatibility to me.
I hope it helps and sorry for my bad english it`s not my native language too.
03-27-2010, 06:26 PM
I had this problem with another engine, I think the problem is with scale. I.e the right arm is scaled -1 to mirror the left. I can't remember how I fixed it but when rigging from the biped guide you might fix it by choosing Asymetrical Upper Body in the options.
03-28-2010, 01:05 AM
Hmm, I try to freeze my bones, but when I do this the arm becomes as in the udk.
I found the source of the problem : its because the "global transformation" of the arm is set to -1 for the scale x,y and z).
It's possible to freeze the global transformation without move the bones ?
I try to set a "neutral pose" for the bones, but that's change anything in the global trasnformation.
Like bigdaz says, I can change this option, but I must make again my rigging, if I can I'd like to avoid.
03-28-2010, 07:40 AM
You could ask at the Softimage forums, they're the experts.
Just for reference this is how it can be done when doing a 'Rig From Biped Guide', it has an option to set both arms to positive scaling:
03-28-2010, 07:42 AM
Okay, thanks you very much for the pic ! :)
Now, let's go to "The Area"...
04-15-2010, 01:30 PM
I' m new with XSI, but i had made a skeletal, following the bone names of the max file, and the orientation, and it works very well .
You' re localised in france, i' m french too, send me a PM and i will tell you how i' have done this stuff .
Thi is a link for my test character, but it' s not complete at this time, i' m still working on it .This is very laborious to make this set up, and very long too, but if we take the time, the results are not so bad :
The link contains a xsi mod tool 7.5 scene, and the psk file, just import it in the UDK, to see my test character .
The secen contains the fbx import of the male max file, i had used a trial version of 3D max, i think you have to make the second layer visible to see my character .
This is the actor X chek set up :
All skinned typed
Tangent UV splits
Bake smoothing groups
Sorry if my english typing, or speaking is very bad .
04-19-2010, 11:39 AM
This is a new link to a new character, now i' m sur that the bones are in good position, and the IK is done now, is it possible that you try this psk file and tell me if you have some mistakes, i' m beginnig in xsi mod tool use :p:
I try it and animations work fine .:)
04-19-2010, 11:56 AM
I note that you didn't see my message on your profile !
No problem. I don't have the time to download and open the file, explain your problem with text and image, it's more simple for me ! ;)
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