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    Exporting XSI to ActorX.

    Hello everyone,

    I am trying to export a model from XSI to ActorX, but I get this error:

    "Warning: No valid skin triangles digested (is the 'all textured geometry' box checked?) - there may be invalid mesh linkups or texture mapping."

    I'm assuming there's something I need to do with the mesh before it is export ready, but I found no tutorials on UDK about preparing XSI meshes for ActorX. Is there any tutorials someone can link me to? Or maybe a few steps on how to prepare a model in XSI for ActorX conversion?

    I appreciate your help,
    Wooticus

    #2
    Did you rig it?

    Comment


      #3
      Originally posted by Wooticus View Post
      Hello everyone,

      I am trying to export a model from XSI to ActorX, but I get this error:

      "Warning: No valid skin triangles digested (is the 'all textured geometry' box checked?) - there may be invalid mesh linkups or texture mapping."

      I'm assuming there's something I need to do with the mesh before it is export ready, but I found no tutorials on UDK about preparing XSI meshes for ActorX. Is there any tutorials someone can link me to? Or maybe a few steps on how to prepare a model in XSI for ActorX conversion?

      I appreciate your help,
      Wooticus
      Finally someone else who use XSI
      If I remember correctly you have to disable or "All textured" or "Convert to triangles" into the ActorX exporter, so you don't need to convert into triangles or something else...

      One thing I notice though is that the geometry inside the editor is really small, so I have to scale everthing up by 20 or something like that...
      Anyway, I succesfully exported lots of meshs, not in .ase but in .dae, since, if you select all the meshes and hit export, you have a single file that contains all the meshes, but if you import that file into the editor you have lots of meshes that you can import...is like if you export a group from XSI and load it into Unreal.
      I found a couple of days ago a videotutorial about exporting, but it explain the export only in .psk, and unfortunately ( I use Softimage 2010, but the exporter is still ActorX, last issue ) I have a creash within Unreal if I try to import the geometry.

      So, right now with XSI you can export in both .ase and .dae, import without any problems, the only thing is that you don't have the texture imported with the model, so you need to create a new material with the proper texture.

      About animated mesh I have no idea at all, since now I didn't try that.
      About your export problem, if is not clear, I'll upload a picture of my settings while exporting.

      See ya

      Comment


        #4
        There you go, found it

        http://www.raparicio.com/html/tutori...apon-exprt.htm

        Comment


          #5
          This is why you don't start these things at midnight...

          It turns out I was trying to export a static mesh on the ActorX tab instead of the StaticMesh tab. So that problem is solved...

          This video tutorial is great, and I'll be using it a lot for animated objects. Thanks for finding it for me!

          Comment


            #6
            And thanks from me too, another XSI User.

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              #7
              I've just come back to Mod Tool after a long spell using Maya, I did this tutorial if it's any use to anyone although i don't know if everything in it still works with the latest version of Mod Tool but it should do.

              http://www.veoh.com/browse/videos/ca...0672209GqQzcNK

              Comment


                #8
                Hello everyone I am very new to UDK and I am trying to get my house model exported out and into UDK in peices
                not as 1 single object, so that I can paint the diff textures on to it.
                When I use ActorX I get my house but it is a standalone single object.

                Also is there a different way to export characters into UDK? I been trying to import my Collada exports but to no avai.
                Anyone have some ideas for me?

                thank you all.

                Polix

                Comment


                  #9
                  You could create clusters for your object and you have at least 3 materials on it... like one for the roof, another for the walls, and the third for the misc items. And I am considering using COLLADA for my models

                  Comment


                    #10
                    Originally posted by NeptuneImaging View Post
                    You could create clusters for your object and you have at least 3 materials on it... like one for the roof, another for the walls, and the third for the misc items. And I am considering using COLLADA for my models
                    my 2 cents

                    I actually found that the best solution to import your meshes into UDK is to use .ase...the main problem with collada is that,if you try to import a mesh,it will not consider transformation like scale,so you end up having a well done geometry in XSI,but something too small in UDK...this is annoying especially if you need to modify your meshes ans reimport them...it works pretty well with clusters on both .ase and .dae....I hope that later on an updated version of ActorX will be released,since it will be really handy to be able to export more than one mesh at the time...

                    Comment


                      #11
                      I'm sorry, i didn't clarify... when creating cluster materials...it opens up more material channels . And I am still trying to figure out why my animations are not playing at all in UE3. I did a test animation for my model and it played well in XSI, but not in UE3

                      Comment


                        #12
                        Originally posted by NeptuneImaging View Post
                        I'm sorry, i didn't clarify... when creating cluster materials...it opens up more material channels . And I am still trying to figure out why my animations are not playing at all in UE3. I did a test animation for my model and it played well in XSI, but not in UE3
                        Yeah, I figured that out a couple of days ago when I tried to import a mesh with different textures
                        About the animation sorry but I can't help you, I haven't tried yet, but I suggest you to search not on the UDK section but on the entire forum to find some discussion about rigged character&animation in XSI to Unreal...good luck!

                        Comment


                          #13
                          So in an example with 3 planes that I call 1 floor, 1 wall and 1 roof and assign
                          mats to them. And export them using ActorX will i get what I need and be
                          able to assign diff mats to my floor, wall and roof?

                          Comment


                            #14
                            For a better example...let's say i have a character model that is skinned and ready to be exported to unreal. this character is made up of 3 pieces. Since it will exported as one piece, i need to find a way to apply the materials I made for the upper body, eyes, and lower body. So, I select all of the polygons of the eyes, make a clusters out of them. Same with the body pieces.

                            When you import it as a skeletal mesh and view it in the skeletal mesh viewer, you will see that you have 3 material slots for the body alone. That should clear things up Try it and let me know what happens.

                            Kashif

                            Comment


                              #15
                              Can you tell me how you exported it ?? As when i try to do the simple
                              3 planes I talked about b4 and try what you said about checking skeletal
                              mesh and after I select all 3 items and press import UDK crashes.

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