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  1. #1
    Iron Guard
    Join Date
    Nov 2009
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    Belgium, Namur
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    665

    Default XSI : Character and actor X help for export

    Okay, after a lot of tests, I can tell you the truth : I'm very bad with XSI !

    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 ?
    Sorry for my bad English, it's not my native language.
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  2. #2
    Iron Guard
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    Nov 2009
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    Belgium, Namur
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    Default

    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 :


    Why ?
    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.
    Sorry for my bad English, it's not my native language.
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  3. #3
    Skaarj
    Join Date
    Dec 2009
    Location
    Bucharest, Romania
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    22

    Default

    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.

  4. #4
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Location
    Glos, UK
    Posts
    104

    Default

    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.


  5. #5
    Iron Guard
    Join Date
    Nov 2009
    Location
    Belgium, Namur
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    Default

    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.
    Sorry for my bad English, it's not my native language.
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  6. #6
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Location
    Glos, UK
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    Default

    You could ask at the Softimage forums, they're the experts.
    http://area.autodesk.com/forum/autod...age/animation/

    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:


  7. #7
    Iron Guard
    Join Date
    Nov 2009
    Location
    Belgium, Namur
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    Default

    Okay, thanks you very much for the pic !
    Now, let's go to "The Area"...
    Sorry for my bad English, it's not my native language.
    ---
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  8. #8
    MSgt. Shooter Person
    Join Date
    Mar 2010
    Location
    France
    Posts
    46

    Default

    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 :

    http://www.mediafire.com/?dndczthjukh

    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
    All textured
    Tangent UV splits
    Bake smoothing groups



    Sorry if my english typing, or speaking is very bad .
    Last edited by tryphon; 04-15-2010 at 01:32 PM.

  9. #9
    MSgt. Shooter Person
    Join Date
    Mar 2010
    Location
    France
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    46

    Default

    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 :

    http://www.mediafire.com/?emtywo2dwyd

    I try it and animations work fine .

  10. #10
    Iron Guard
    Join Date
    Nov 2009
    Location
    Belgium, Namur
    Posts
    665

    Default

    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 !
    Sorry for my bad English, it's not my native language.
    ---
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    ---
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