Jump to content

Home

From 3ds max to XSI


jadendecar

Recommended Posts

Well, since I have 3ds max 6, which does not have the ability to make animations for JKA, I bought XSI 6. Now, I was wondering how to get my model from 3ds max to XSI. I've tried to use the dotxsiexporter, but to no avail, as it just gives me

' ERROR : 2049-FILE-SIImportModel - Wrong file kind: < C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\models\players\dragon\model.XSI > - [line 105 in C:\Softimage\XSI_6.0\Application\DSScripts\Model.vbs]
ImportModel '

Any help is appreciated.

 

Thanks,

Jaden.

Link to comment
Share on other sites

Actually Psych, that's the first exporter I tried. I did however only try the default settings, so I'll give it another shot later (it's 4 AM right now)

 

Oh, and vaderrocks, yes, max is much better for modeling, since that's what it's main purpose was if I am correct, While XSI rocks at animation, since that's what it was designed for (if I am correct).

 

EDIT: just noticed I was trying to import an xsi from the softimage modeling program, now I got it to work, so this can be closed.

Link to comment
Share on other sites

  • 7 months later...
Oh, and vaderrocks, yes, max is much better for modeling, since that's what it's main purpose was if I am correct, While XSI rocks at animation, since that's what it was designed for (if I am correct).

 

Nothing could be more far away from the reality. Max doesn't match XSI in modelling since XSI has the best subdivision, non-linear mesh editing tools around. Actually, XSI rocks at anything you need on the production pipeline, and the latest version of Mod Tool is the best tool out there to make player models for this game. You won't get errors or model skewing after compiling, or any of those "cubic scale" crap. You can go back a correct any modelling or UV mapping mistakes without losing your enveloping at any time. XSI's interface can be a real pain in the neck for rookies though, I give you that.

Link to comment
Share on other sites

and the latest version of Mod Tool is the best tool out there to make player models for this game. You won't get errors or model skewing after compiling, or any of those "cubic scale" crap.

 

Please elaborate. I am still using xsi to glm compiler with all the skewing and stuff. Does Mod Tool only work for xsi coz i'm using max

Link to comment
Share on other sites

You will always need the carcass compiler. Mod tools exports natively to dotxsi file format, no need for third party plugins. You have to select ascii dotxsi 3.5 standard if I remember correctly.

On the technical side I can tell you that enveloping your character will get as fast as it can get. You can tweak only one side of your model to near perfection and then mirror all the weights to the other side of your model flawlessly. You can disable the envelope operator if you need to make changes to the mesh, freeze all the changes (like the reset xform from 3dsmax without all the trouble and ****e), re enable the envelope operator not losing any of your work.

I could go on telling how much great is XSI over Max, but I sound like a salesman and I hate it. Just get Mod Tool.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...