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#51 11/25/09 09:11

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: SoftImage (XSI) Mod Tools - Tips, Techniques and Tutorials

oh yes I got it now smile thanks Ed


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#52 11/25/09 11:11

demos_kratos
Member
From: Russia, Volzhskiy
Registered: 08/13/08

Re: SoftImage (XSI) Mod Tools - Tips, Techniques and Tutorials

Hm. I don't think It is a right place to ask 'bout this but still. Here is the command for onisplit.

onisplit.exe -extract:dae collada GlobalDataFolder\ONCCbarabus.oni

I didn't use '-noanim' tag but still dae is in default animation state. The question is: WTH? If I use obj, barabus' model is in the first frame of regeneration animation state.

Last edited by demos_kratos (11/25/09 11:11)


Jente, du er deilig, du er lekker, ihvertfall nå når jeg drikker.
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#53 11/25/09 14:11

EdT
Moderator
From: Los Angeles, CA
Registered: 01/13/07
Website

Re: SoftImage (XSI) Mod Tools - Tips, Techniques and Tutorials

demos: Very strange.  I extracted ONCCbarabus as DAE without the -noanim tag, and he appears standing in XSI Mod Tools.  Same thing with OBJ version.

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#54 11/25/09 15:11

demos_kratos
Member
From: Russia, Volzhskiy
Registered: 08/13/08

Re: SoftImage (XSI) Mod Tools - Tips, Techniques and Tutorials

@EdT
Did you use OniSplit 0.9.41 or 0.9.40?

Another issue. Here's the line:

onisplit.exe -extract:dae collada -anim:KONOKOidle1 GlobalDataFolder\ONCCkonoko_generic.oni

It says that it cannot find the animation TRAMKONOKOidle1. The question is the same: WTH? Is it because 0.9.41?


Jente, du er deilig, du er lekker, ihvertfall nå når jeg drikker.
Baby, du har det som trengs, hva er sannsynligheten for at vi to hopper til sengs?
Kan du si meg det? Jeg er ikke så stø i sannsynlighetsregning.

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#55 11/25/09 15:11

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: SoftImage (XSI) Mod Tools - Tips, Techniques and Tutorials

Because the TRAM needs to be in the same folder as the ONCC.


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Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#56 11/25/09 17:11

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: SoftImage (XSI) Mod Tools - Tips, Techniques and Tutorials

I have same problem as demos even when I put the TRAM in the same folder.


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#57 11/25/09 18:11

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: SoftImage (XSI) Mod Tools - Tips, Techniques and Tutorials

Ask Neo then. tongue


Iritscen: roll
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Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#58 11/25/09 20:11

Iritscen
Moderator
From: NC, USA
Registered: 10/22/07

Re: SoftImage (XSI) Mod Tools - Tips, Techniques and Tutorials

Um, wrong answer, Gumby.  Anyway, I could have sworn I posted on this once, listing every file that was needed for successful animation export.  I don't have time to find it, but it's out there, hope it helps.


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#59 11/25/09 22:11

EdT
Moderator
From: Los Angeles, CA
Registered: 01/13/07
Website

Re: SoftImage (XSI) Mod Tools - Tips, Techniques and Tutorials

demos: Not sure what the problem is on your end, but I tested the GUI in Parallels and I got Barabus in the idle pose.  Then I selected Konoko entered the animation name TRAMKONOKOidle1 and GUI produced the DAE and Konoko was in the idle pose.

Try moving the level0_Animations and level0_Texturesfolders into the level0_Characters folder and then extract the ONCC

Last edited by EdT (11/25/09 23:11)

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#60 11/26/09 10:11

demos_kratos
Member
From: Russia, Volzhskiy
Registered: 08/13/08

Re: SoftImage (XSI) Mod Tools - Tips, Techniques and Tutorials

Hah, it works. Thank g-d. Now I need to find the problem at my end. Thank you.


Jente, du er deilig, du er lekker, ihvertfall nå når jeg drikker.
Baby, du har det som trengs, hva er sannsynligheten for at vi to hopper til sengs?
Kan du si meg det? Jeg er ikke så stø i sannsynlighetsregning.

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#61 11/26/09 10:11

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: SoftImage (XSI) Mod Tools - Tips, Techniques and Tutorials

when u figure it out demos let me know too


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#62 01/28/10 17:01

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: SoftImage (XSI) Mod Tools - Tips, Techniques and Tutorials

Anyone who is going to work with XSI a bit of warning :


1- It doesn't seem to be compatible with dot NET framework version 3 . it works fine with version 2
( it does require .NET to work it will install .NET 2 automatically when u use the installer but if version 3 is already present or if u install version 3 later it will stop working - just launches and freezes at the splash screen )

this is from my experience I don't know if it will apply to ur PC as well



2- After u install XSI it will notify u there are updates available .. for some reason also after I allowed it to install the updates, merging parts didn't work anymore ; without the updates the merging works fine ( for Oni models )

to see what is meant by merging parts check the previous posts 39 & 40.

Last edited by Samer (01/28/10 18:01)


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#63 01/29/10 12:01

demos_kratos
Member
From: Russia, Volzhskiy
Registered: 08/13/08

Re: SoftImage (XSI) Mod Tools - Tips, Techniques and Tutorials

Hmm, I have .NET Fw 3.5 on VM and XSI works fine.

when u figure it out demos let me know too

Maybe it's too late but the problem was in TRACs generated by Installer. Somehow some TRACs became orphan on our systems and OSP couldn't even know of their existence. You can use TRACs from Globalize folder. They're OK. Just copy Characters, Animations and Textures to the one folder and replace TRACs there with those which are in Globalize folder.

Last edited by demos_kratos (01/29/10 12:01)


Jente, du er deilig, du er lekker, ihvertfall nå når jeg drikker.
Baby, du har det som trengs, hva er sannsynligheten for at vi to hopper til sengs?
Kan du si meg det? Jeg er ikke så stø i sannsynlighetsregning.

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#64 02/10/10 18:02

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: SoftImage (XSI) Mod Tools - Tips, Techniques and Tutorials

I'm getting a new PC soon and I'm thinking of Windows 7 instead of Xp ..but I need to know is XSI compatible with windows 7 ?


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#65 02/10/10 23:02

demos_kratos
Member
From: Russia, Volzhskiy
Registered: 08/13/08

Re: SoftImage (XSI) Mod Tools - Tips, Techniques and Tutorials

It works OK on 7.


Jente, du er deilig, du er lekker, ihvertfall nå når jeg drikker.
Baby, du har det som trengs, hva er sannsynligheten for at vi to hopper til sengs?
Kan du si meg det? Jeg er ikke så stø i sannsynlighetsregning.

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#66 03/26/10 07:03

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: SoftImage (XSI) Mod Tools - Tips, Techniques and Tutorials

XSI isn't working well for me under windows 7 ... for example once i move or weld a point the whole mesh gets overlapped in a very strange looking way ... if i save the scene, exit the program and re-open it looks fine again ...


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#67 03/26/10 08:03

paradox-01
Member
From: Germany
Registered: 01/14/07

Re: SoftImage (XSI) Mod Tools - Tips, Techniques and Tutorials

If nothing helps you could try to install XP on another partition and with it XSI.  hmm

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#68 03/26/10 13:03

EdT
Moderator
From: Los Angeles, CA
Registered: 01/13/07
Website

Re: SoftImage (XSI) Mod Tools - Tips, Techniques and Tutorials

Samer: Maybe you can post your problem on the XSI Mod Tools forum:
http://www.xsibase.com/forum/index.php?board=24

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#69 01/29/11 23:01

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: SoftImage (XSI) Mod Tools - Tips, Techniques and Tutorials

mm merging two parts :
I followed all the steps that EdT and I wrote before

1- Selecting all edges of the needed part and clicking extract polygon
2- selecting both objects to be merged
3- when i click merge from the create:\ polymesh menu I get an error (at the bottom of XSI) saying :
object doesn't support this property or method 'PPG.Inspected'

I still get a merged object but it doesn't have UV maps. also clicking merge UVS gives the same error.

I have retried this on models that worked fine before example the mic from comguy on the scientist head, it worked before when i made the bgi agent .. but now attempting the same steps gives me that error.

anyone knows what that might mean or how to fix it ?

Last edited by Samer (01/29/11 23:01)


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#70 01/30/11 01:01

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: SoftImage (XSI) Mod Tools - Tips, Techniques and Tutorials

You might be better off posting in an XSI forum.


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#71 01/30/11 08:01

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: SoftImage (XSI) Mod Tools - Tips, Techniques and Tutorials

ok this is interesting\weird completely uninstalling and then reinstalling Softimage solved the problem :\ don't know what happened there.


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#72 02/14/11 18:02

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: SoftImage (XSI) Mod Tools - Tips, Techniques and Tutorials

Tips and Tricks for Texturing


I've been asked for some tips for texturing the characters so here are some that i use.

1- You must know which body parts u are using from which character.

i'm going to take Hayate for example.

the head came from a scientist : so know which scientist it is. and convert it's ONCC to xml. check which TRMA it uses. then convert that TRMA to xml .. then check that xml to know what's the name of the head texture. convert that texture form oni to tga .

I use photoshop for the texture editing a free alternative is Gimp.

let's take an example hayate's chest which is from a male cop. I extracted that chest texture and named it hayatechest and loaded it in photoshop. i duplicate the background layer that way u have something to compare it to . u can resize the image depending on the level of detail u want t add, for chest and head i use 256x256, for tctf hd i used 512x512 on chest. keep in mind to keep original proportionality of the image, example 128x64 -> 512x256

also load the TRBS u are working on in XSI. select the chest, select textured decal, and in the texture editor in XSI, (Alt   7) select import clip then browse to hayatechest.tga and open it , now u see the chest texture on the chest body part in XSI.

now go back to photoshop, we duplicated the background and there's a layer on top of it ... u can color the whole layer on top, with a single color, in hayate i colored it red, now decrease the opacity of that layer, the background pops up from behind it trace the lines the shadows on the new layer when done set the opacity 100%

merge down the 2 layers and save as tga with same name, switch to XSI, u'll see the change on the chest smile

go back to photoshop undo the merge layers, continue ur work using the old texture to guide you. everytime u want a preview just merge the layers, save the image as tga and take a look at XSI, if u like it undo the merge and coninue ur work, if u don't like keep undoing and try something different. (if u reached something satisfactory but u still want to try something different, backup the image file ... also keep in mind there's a limited number of undos in photoshop ( u cna change the limit in preferences) 

when done do same for other parts, when u have 2 body parts i usually convert them to oni and test them in game, for example aligning the line of the zipper on mid and chest of casey .. i couldn't view the 2 parts at the same time in xsi .. so i had to see them in game.


another trick .. open xsi open the texture editor window in XSI, go to edit : stamp UV mesh, save it as image, tga for example this image will have the uv map lines drawn on it, u can use it in photoshop to better guide u, (u can make it a layer and draw over it like we did before.)
sweater.jpgTXMPhayatechest2.jpg
hayate%20before%20after.jpg

Last edited by Samer (08/25/12 01:08)


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#73 02/15/11 05:02

Nitr0
Member
From: Croatia
Registered: 11/26/10

Re: SoftImage (XSI) Mod Tools - Tips, Techniques and Tutorials

Thanks Samer, I'll try it later. smile


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#74 02/17/11 11:02

love_Oni
Member
From: Da Nang, Vietnam
Registered: 05/10/08

Re: SoftImage (XSI) Mod Tools - Tips, Techniques and Tutorials

Wow this must take a lot of works.


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#75 08/19/11 15:08

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: SoftImage (XSI) Mod Tools - Tips, Techniques and Tutorials

soo uhmmm this is new :

I've downloaded a skull obj file ... and the plan is to merge it to the grey fury's trbs .. make a belt buckle out of it, and earrings . the problem is that skull doesn't have u.v maps ...
so i thought i'd add them myself big_smile

I followed part of the tutorial here : http://developer.valvesoftware.com/wiki … p_Creation the texturing part ... seemed to work fine .. i got u.v maps for the skull, second i merged the skull parts with the pelvis .. exported as fbx ... (like we always do when we merge parts together) and then tried to use fbx converter to convert the resulting fbx to dae so onisplit can convert it ...

it caused the fbx converter to crash :\ .. tried to retrace my steps with same result .. the fbx converter is still able to convert other fbxes i had, fine .. but this one makes it crash ...

i tried the same thing but without adding the u.v maps for the skull ... then merging saving as fbx and converting .. it worked .. but i want the skull to have textures :\ so the problem is in adding uv maps ...

we have to figure out how to successfully add u.v maps to an object that doesn't have them and then convert it successfully to oni ...

any ideas big_smile ?

Last edited by Samer (08/19/11 21:08)


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