Softimage move 3d joint tool2/17/2024 If you're modelling something with recongnisable structure such as a face, body, building, car, ect., have good schematic sketches or pictures of whatever you're modelling. Websites with good extensive tutorials: Ed Harriss, Maya Another good and simple resource is a book - Experience XSI 4 The Official Softimage XSI 4 Guide to Character Creation by Aaron Sims and Michael Isner. I found that it is also worth looking at how objects get modelled using software other than XSI, such as Maya, as the techniques often overlap. There are many free comprehensive tutorials on modelling online. Always save the animation under Animate>Store Actions. If there's no clip right click on an empty track and get clip from Source. To view the animation look under Mixer (in the explorer(8)). Sometimes the animation doesn't play when you scratch the timeline. One of the encountered problems - the cropped image in xsi texture editor was not cropped in ogre. It's better to edit the texture image before using it in xsi. To edit the way the texture looks edit the texture projection not the image. If it's not mapped over the texture, select it and translate it(v) to the image. Always check the uv maps in Texture Editor(Atl+7). They will appear boxy.Ī texture might appear in xsi but not ogre. If you do not do this step Ogre will display the models in their most basic form. If you apply this later in the process the texture map and other properties may change. Also it is a good idea to apply this as you're constructing your model. This brings up a menu that, click on local subdivision refinement and through the new menu choose your subdivision refinement value. To add a subdivision select the object itself, hold the ALT key (PC) and right click. When smoothing out polygons instead of using the + and - Hotkeys add subdivisions. To avoid these discrepancies makes sure to check the following. What shows up in XSI does not always show up in OGRE. Remember to check your model in OpenGL View mode, to make sure the lighting is correct.The animations that you pick to be in this mixer will be exported. If there are no animations in the Tracks then right click on an animation track and load and animation From Source. Open Mixer (Alt0), select object, click update button. When exporting object with animation make sure that the Mixer belonging to that model has animations in it.When a very simple non-character animation needs to be done(like an opening door) then you can avoid using bones to animate that part, and simply export the parts separately and move the mesh in code inside OGRE.Enveloping specific objects does not allow the model to be exported into Ogre. NOTE: If you use bones in the object, you must envelope the entire mesh.Instead of going to Material picking the material and then Texture for each group of objects, you can just set the material for one object and use Material>Assign Material for the rest of the objects in the group(select the object with no material, go Material>Assign Material, pick the object with a material, open the render tree(7) and select a texture projection for it). The number of materials should be kept down as well, as too many materials overload the file.OGRE accepts only RealTime shaders (eg., OGL 1-pass), XSI shaders such as Phong, etc, will not allow the model to be exported.Having multiple texture supports and texture projections on one object will not work in OGRE. A texture must have only one texture support.Texture files must have no spaces or periods in their name.What to watch out for when exporting models into OGRE. Softimage Foundation XSI to OGRE Exporting models from XSI to OGRE The following are links to sites that describe XSI and/or offer many useful tutorials. Overview of new features in XSI 5.1 Video examples.
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