

One is created and then read by the plugin to generate the x file. xsi file and a directx file and noticed that the XSI file is the route of the problem. That would definitely work better for everyone. In XSI, things will be changing very soon, the number of available solutions to problems should go into orbit when they release the new moondust core (which basically will allow people to create new features inside the application without having to code/script): action=display threadid=31964 Read reply #9 at this thread for an - respect to you if you can do that! Good luck. More often than not they are not members of companies that actually need them for their work but individuals just tinkering around and feel insecure when they see another app gets something they don't have. It doesn't work with SRT animated objects however, although I'm looking into - the main problem with most of the complainers on these websites is that they just want new features to play with.

Select an object and check on the transform panel that ALL transforms and rotations are 0,0,0 and that scale is 1,1,1. If the objects are not flipping you haven't frozen all the transforms. ResetTransform item.name, siCtr, siSRT, siXYZĪll objects should have their transforms frozen and the freeze button worked on them before running. Scale flipper, 1, 1, -1, siAbsolute, siPivot, siObj, siXYZ,, ,, ,, ,, 0

Set flipper = CreatePrim( "Cube", "MeshSurface" ) MsgBox "Please select at least one polymesh object first!!" 'Note: boned/skinned, animated characters cannot be flipped.
XSI MODTOOLS TRANSLATION PRO
'Flip the scene objects along Z axis for exporting to Dark Basic Pro Get over it and get on with it, I say! (Afterall, You didn't see the people who made the sandman in Superman 3, go "oh theres no "make a sandman" button in our program so we can't do it.".) DBO (still can't see why a REAL format like FBX wasn't introduced instead). DBO exporter for XSI (I'd pay them for an all-app DBO exporter pack if it worked properly), I wish I could do it myself but C++ and binary files are beyond my paltry coding skills (although I think I could just manage to rewrite the DX exporter so it worked with DBPro - but considering 98% of people here would overlook it and noone else uses. Imho, I still think the ball is in TGCs court - the art pipeline for DBPro has always been a nightmare - I think TGC should make a.
XSI MODTOOLS TRANSLATION FREE
They may take note! But i doubt it.įor me, the low cost (£299 or free - now) and the extensive tools in XSI means I can get over this inconvienience and just live with it. If you want that to happen you'll have to email Softimage at support. Oh, one more thing - when exporting direct x you should also check the triangulate button, just as a precaution. Second thoughts I could probably write a script for this. (I had to do this for my 'grand machines' physx compo entry.) But again, if you flip the textures horizontally they will line up again. If it doesn't bother you that it is flipped (for sure noone playing the game will realise its flipped - unless there is text on it) you may also find that textures are screwed up on the direct x file. But considering you can re-apply the animation again to a flipped mesh of the final character its not much of a problem. NB: I've not tried this flipping with character animation/skinned characters, as freezing mesh isn't possible on skinned models (you should freeze them before you start rigging/animating). But theres nothing else to do but do a work around - which is explained at the bottom. I've spoken to Softimage about this and investigated further and it seems that DBPro and XSI have different co-ordinates arrangements. The direct x exporter has always exported with all objects vertices flipped along the X axis.
