Mod Tool: Difference between revisions

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==General information==
{{update|This article contains links to the now defunct Oni Central Forum. Sections: Selected Wisdom}}
Various modders of the community use [http://www.moddb.com/downloads/autodesk-softimage-mod-tool-75 "Autodesk Softimage Mod Tool"]. Usually we just call it "Mod Tool" or "XSI" (old name of the program).
Autodesk's Mod Tool used to be the main choice for modders when working on level and character models (at least in Windows, since it's Windows-only). It was a free and accessible program, but has long since been discontinued. Nowadays, modders are encouraged to use [[Blender]] instead.
 
{| class="wikitable" style="float:right;"
Beside the free version, there's also the retail and student version "Autodesk Softimage [year]"
|width="200px"|
: Those versions are also available as 64-bit versions.
;sub pages
: If you are a student you can get Autodesk Software for free if your school is a partner of Autodesk.
: [[Mod_Tool/Scripting]]
:: In that case you can register with your email address given by your school.
: [[Mod_Tool/Rigging]]
 
: [[Mod_Tool/OniTools_addon]]
But in the very most cases "Mod Tool" isn't really in disadvantage towards the retail version when it comes to modding Oni.
: [[Mod_Tool/Oni_level_rebuilder]]
|}


There's also the possibility to get files that extent Mod Tool's range of functions.
==Installation==
: Those are scripts (.vbs, .js), toolbars (.xsitb) and addons (.xsiaddon).
Full name: "Autodesk Softimage Mod Tool". Usually we just call it "Mod Tool" or "XSI", the old name of the program.
: They can be created on one's own and also shared with other users.


'''Download'''
* '''Get it from [https://www.moddb.com/downloads/autodesk-softimage-mod-tool-75 Mod DB].'''
* It's no longer possible to download Softimage from Autodesk because the [https://www.autodesk.com/products/softimage/overview software was discontinued] by Autodesk in favor of their major software packages Maya and 3ds Max.


'''Wanted knowledge:'''
'''Newer Windows installations usually require .NET 2.0 to be installed before the XSI installer can fully run.'''
* How to setup particle in Mod Tool? We still need an Oni particle editor!
: Downloading and installing .Net 2.0 manually from the internet might not work.
* How to rig models and then extract the animation data?
: '''Therefore use the Windows search and look for "features".''' (Enable/disable Windows features.)
: From the Windows feature page install '''".NET framework 3.5 (includes .NET 2.0 and 3.0)"'''.


There are various ways to extend Mod Tool's range of functions: scripts (.vbs, .js), toolbars (.xsitb) and addons (.xsiaddon). They can be created on one's own and also shared with other users.


==Extensions==
===Extensions===
'''links'''
'''links'''
* [http://www.si-community.com/community/viewtopic.php?f=35&t=796 "Roadkill" UV Tool]
* [https://www.si-community.com/community/viewtopic.php?f=35&t=796 "Roadkill" UV Tool]
* [http://www.xsidatabase.com/content/drag_and_drop_obj_files_jscript drag and drop support for OBJ files]  
* [http://web.archive.org/web/20121001104022/http://www.xsidatabase.com:80/content/drag_and_drop_obj_files_jscript drag and drop support for OBJ files]  
* [http://www.si-community.com/community/viewtopic.php?f=35&t=797 OBJ exporter]
* [https://www.si-community.com/community/viewtopic.php?f=35&t=797 OBJ exporter]
* [http://mods.oni2.net/node/210 OBJ + OFGA exporter] for Oni
* [http://mods.oni2.net/node/210 OBJ + OFGA exporter] for Oni
** might need the regular OBJ exporter to be installed first
** might need the regular OBJ exporter to be installed first
* [http://mods.oni2.net/node/210 adjusting existing fw throws] [http://www.youtube.com/watch?v=Zcbv7y5HvRI (instructions)]
* [http://mods.oni2.net/node/210 adjusting existing fw throws] [https://www.youtube.com/watch?v=vDTPYfvMf4M (instructions)]
* ''put more links here''




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'''[http://softimage.wiki.softimage.com/sdkdocs/cus_addons_WalkthroughBuildinganAddon.htm building add-ons]'''
'''building add-ons (<nowiki>http://softimage.wiki.softimage.com/sdkdocs/cus_addons_WalkthroughBuildinganAddon.htm</nowiki>, dead link)'''
* Building an add-on file needs more effort than the other 'extensions' but for the end user it's best because it can hold all other files: toolbars, plugins (scripts), etc.
* Building an add-on file needs more effort than the other 'extensions' but for the end user it's best because it can hold all other files: toolbars, plugins (scripts), etc.
** The user can install a newer version of the addon by repeating the installation with the new file: it's unnecessary to remove the old version.
** The user can install a newer version of the addon by repeating the installation with the new file: it's unnecessary to remove the old version.
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  end if
  end if
  end function
  end function


==Selected wisdom==
==Selected wisdom==
We've also a [http://oni.bungie.org/community/forum/viewtopic.php?id=1229 tutorial thread on OCF.]
We've also a [http://oni.bungie.org/forum/viewtopic.php?id=1229 tutorial thread on OCF.]


Hotkey list can be found [http://www.keyxl.com/aaacbe0/415/SoftImage-XSI-keyboard-shortcuts.htm here].
Hotkey list can be found [http://www.keyxl.com/aaacbe0/415/SoftImage-XSI-keyboard-shortcuts.htm here].
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** B) goto Model > Modify > Poly. Mesh > Bridge Boundary Points/Edges (if blue lines appear try to disable the checkbox "Angle > 90")
** B) goto Model > Modify > Poly. Mesh > Bridge Boundary Points/Edges (if blue lines appear try to disable the checkbox "Angle > 90")
* merging two objects at blue lines: merge the objects at first, then proceed with the point above "filling a hole"
* merging two objects at blue lines: merge the objects at first, then proceed with the point above "filling a hole"
* '''merging two objects with UVs''': Create > Poly. Mesh > [http://cryrid.com/images/temp/XSI/merge_materials.jpg Merge]
* '''merging two objects with UVs''': Create > Poly. Mesh > [https://web.archive.org/web/20160225163131/http://cryrid.com/images/temp/XSI/merge_materials.jpg Merge]
** extracted Oni characters have their materials and hence textures directly grouped under the mesh (see Explorer)
** extracted Oni characters have their materials and hence textures directly grouped under the mesh (see Explorer)
** when adding (merging) a new part to the existing mesh, the materials/textures will be grouped under (Explorer again) mesh > Polygon Mesh > Clusters > ...
** when adding (merging) a new part to the existing mesh, the materials/textures will be grouped under (Explorer again) mesh > Polygon Mesh > Clusters > ...
** Samer reported that saving the file via fbx solves a problem when trying to convert TRBS
** Samer reported that saving the file via fbx solves a problem when trying to convert TRBS
** one would need to [http://www.youtube.com/watch?v=Sd09YP_Bl9M&t=1m15s move the content by hand] in the explorer to bypass the fbx
** one would need to move the content by hand in the explorer to bypass the fbx
* hiding some objects/polygons: select object/polygon and hit [H], use [Control] + [H] to unhide all
* hiding some objects/polygons: select object/polygon and hit [H], use [Control] + [H] to unhide all
* mirroring an object: select object, Modify > Poly. Mesh > Symmetrize Polygons
* mirroring an object: select object, Modify > Poly. Mesh > Symmetrize Polygons
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===Material and texture===
===Material and texture===
[[Image:apply_new_main_texture_in_Mod_Tool.png|thumb|200px|right|how to apply a new main texture]]
[[Image:apply_new_polygon_cluster_texture_in_Mod_Tool.png|thumb|200px|right|how to apply a new polygon cluster texture]]
* objects use the scene material by default, objects need their own material if they should have individual textures
* objects use the scene material by default, objects need their own material if they should have individual textures
* selecting a material and surface: Model > Material > Phong (simply close the windows that pops up)
* selecting a material and surface: Model > Material > Phong (simply close the windows that pops up)
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** choose "diffuse" as illumination mode (for instance "ambient" won't work - the texture would be visible in Mod Tool but Onisplit can't use it)
** choose "diffuse" as illumination mode (for instance "ambient" won't work - the texture would be visible in Mod Tool but Onisplit can't use it)
* now "Image" can be double-clicked (the Texture Editor will pop up), in the section "Image" click on "New" to choose an image
* now "Image" can be double-clicked (the Texture Editor will pop up), in the section "Image" click on "New" to choose an image
* to change textures '''don't drag and drop textures directly one meshes''', this creates textures layers which are ignored by OniSplit




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* freeze object to ''bake'' projections (green lines in the 3D view will disappear)
* freeze object to ''bake'' projections (green lines in the 3D view will disappear)
* getting a picture of the UV: apply first a black texture then enter the Texture Editor [Alt] + [7], Edit > Stamp UV Mesh [Shift] + [S], save the texture
* getting a picture of the UV: apply first a black texture then enter the Texture Editor [Alt] + [7], Edit > Stamp UV Mesh [Shift] + [S], save the texture
Things to test:
* https://vimeo.com/67783125
===Rendering===
Rendering doesn't work well on my PCs.--[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 01:09, 9 March 2016 (CET)
Especially PNG, it works one time. But as soon as I import another dae the next render will fail.
So, for creating a object library we might use blender. Nice thing is, it can also render in the background when called from CMD. This means you could keep working in XSI and render images in blender at the same time.
example of a batch file:
cd C:\Program Files\Blender Foundation\Blender
blender -b --python C:\Users\Paradox-01\Desktop\blender-out\pythonScript.py
example of a render script:
import bpy
# delete blender default cube object
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_by_type(type='MESH')
bpy.ops.object.delete(use_global=False)
# load new object
bpy.ops.wm.collada_import(filepath = "C:/Oni/r.dae")
# render settings
bpy.data.scenes['Scene'].render.resolution_x = 900
bpy.data.scenes['Scene'].render.resolution_y = 900
# default resolution percentage seems to be 50
bpy.data.scenes['Scene'].render.resolution_percentage = 100
bpy.data.scenes['Scene'].render.use_antialiasing = True
# 5 | 8 | 11 | 16
bpy.data.scenes['Scene'].render.antialiasing_samples = "8"
#TGA IRIS JPEG MOVIE IRIZ RAWTGA
#AVIRAW AVIJPEG PNG BMP FRAMESERVER
#no gif ? could be created by more code, maybe merging single frames of jpgs
bpy.data.scenes['Scene'].render.image_settings.file_format = 'JPEG'
bpy.data.scenes['Scene'].render.image_settings.quality = 100
# file suffix is overwritten by file_formate
#bpy.data.scenes['Scene'].render.filepath = 'C:/Oni/renders/test.jpg'
bpy.data.scenes['Scene'].render.filepath = 'C:/Oni/renders/test'
# start render
bpy.ops.render.render( write_still=True )




===Animating===
===Animating===
[[Image:Scale_animations_in_Mod_Tool_Animation_Editor_DopeSheet.png|thumb|200px|right|an animation that got scaled down from 116 to 58 frames]]
* preparing ModTool to save animations Oni can use: File > Preferences... > Preferences > Tools > Output Format
* preparing ModTool to save animations Oni can use: File > Preferences... > Preferences > Tools > Output Format
** Frame Step: 1
** Frame Step: 1
** Frame Format: Custom framerate
** Frame Format: Custom framerate
** Frame Rate: 60
** '''Frame Rate: 60'''
* for real-time playback click on "Playback" option button and then "Real-Time Playback"
* for real-time playback click on "Playback" option button and then "Real-Time Playback"
* opening the Animation Editor : [0]
* opening the Animation Editor : [0]
* opening the DopeSheet: from any other Animation Editor, Editor > DopeSheet
* opening the DopeSheet: from any other Animation Editor, Editor > DopeSheet
* making an animation shorter or longer: in DopeSheet click Region button (arrow with rectangle), click and hold to select keyframes, at selection edge a) [shift] plus left-click and move mouse or b) middle-click and move mouse
* '''making an animation shorter or longer:''' in DopeSheet click Region button (arrow with rectangle), click and hold to select keyframes, at selection edge a) [shift] plus left-click and move mouse or b) middle-click and move mouse
 
 
====Issues when saving and sharing animation files (*.dae, *.exp)====
That what you currently see in Mod Tool and that what you get when saving data can be different.


1) *.dae files might save data differently than expected.


===Scripting===
''Rotation flips'' might appear.
* open the Script Editor: [Alt] + [4]
 
* run the current code in the Script Editor window: [F5]
2) *.exp and *.dae save data differently.
* clear the log: Edit > Clear History Log
 
* Actions from button embedded code will be logged.
*.exp files store the frames as they are.
* Actions from code files that are linked in a button won't be logged. (This results in a performance boost.)
 
* Logged stuff will be rewritten if you change the script language. (File > Preferences...)  
*.dae file store their actions (rotations/translation/...) in seconds and eventually depend on what framerate a Modder uses.
* You can also change the language by right-click the white script box and click on "Set to JScript" or "Set to VBScript".
* Python can be added as script language if you install it on your PC.
* Right-clicking the white script box gives you also access to a few code piece, e.g. "Syntax Help" > "If..Else" or "Catch Error".
* Mark code you want to disable ("Comment Out") or enable ("Comment Remove").
* You can save your code to a file via "File" > "Save As..." or "Save Selection"




'''Links'''
'''Following scenario: a modder wants to share an animation as *.exp and another modder wants to use that animation.'''
* [http://softimage.wiki.softimage.com/index.php?title=Scripting_Tips_and_Tricks_%28XSISDK%29 xsi wiki page about scripting]
* '''[http://softimage.wiki.softimage.com/sdkdocs/scriptsdb/scriptsdb/scrdb_vbscript.htm many vbscript examples]'''
* '''[http://ss64.com/vb/ vbs commands]'''
* [http://www.activexperts.com/activmonitor/windowsmanagement/adminscripts/filesfolders/files/ objFSO/objWSHShell: Scripts to manage Files] (replace "Wscript.Echo" with "logmessage")
* [http://activexperts.com/activmonitor/windowsmanagement/adminscripts/other/textfiles/ objFSO/objWSHShell: Scripts to manage Text Files]
* [http://www.kxcad.net/Softimage_XSI/Softimage_XSI_Documentation/script_basics_IncludingExternalScripts.htm using external scripts]
* [http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_om/XSIUIToolkit.html,topicNumber=si_om_XSIUIToolkit_html progress bar and open file dialog<!-- (hm, InitialDirectory code for quick save idea ?)-->]
<!--* [http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=files/cus_ppg_FileBrowserWidget.htm,topicNumber=d30e11980,hash=WS34BA39B437A993419C80CAB58E3BEFA1-0059 text box]-->


Modder A uses 30 fps in his settings and exports an *.exp that is 58 frame long.


'''Notes about polygon extraction'''
Modder B uses 60 fps in his setting and imports the *.exp, to his surprise the animation is 116 frames long. What now?
* a grid of 9 polygons (ID 0 to 8)
* you extract the middle polygon (ID 4)
* grid's polygon of ID 8 will change to ID 4
* if you now extract 5th, the 7th gets the ID
* now the ID order is: 0, 1, 2, 3, 6, 5, 4
* this means that an automatic extraction of several polygons requires two changes in the code
* 1) the ID array of selected polygons must be sorted
* 2) the extraction must start with the last ID to avoid ID shift during the process (see code pieces)


If Modder B saves the *.exp under a new name would not help, the frames will be still the same.


'''Some basics of VBScript'''
Instead Modder B could scale the animation. The way to do so is described in the [[#Animating|Animating]] section, "making an animation shorter or longer".
* In VBS you declare variables only as a variant e.g. "dim PolygonCount". Mod Tool decides what type it becomes when it uses the variable the first time.
* You can put "option explicit" at the start of your script. Then you will be forced to declare all variables with "dim". That looks quite unnecessary but help to find mistakes for example if you mistyped a variable somewhere in a long script.


* The commands are not case-sensitive, e.g. you can write "LogMessage" or "logmessage".
Modder B scales the animation and saves it as dae.
* Vbs functions can be found [http://www.w3schools.com/vbscript/vbscript_ref_functions.asp HERE.]


' while it is possible to use + in strings,
Now he wants to see if it worked. He opens a new scene [Strg]+[N] and loads the dae.
' you should actually use & only for strings
 
' and + only for numbers
 
'''Summary of issue-holding aspects'''
logmessage "How about ... " + "a riddle?"
 
logmessage "Where can you find following phrase in Oni? " & "The day is mine !!"
* '''Frames Per Second (FPS)'''
logmessage "Did you know that Bungie likes to hide sevens? The digits of the year 2032 add up to " & cstr(2 + 0 + 3 + 2) & "."
When you share *.dae files with other Modders be sure that the output formate is 60 fps. Different framerates among modders can cause confusion.
 
' INFO : How about ... a riddle?
Dae file store their actions (rotation/translation/...) in seconds.
' INFO : Where can you find following phrase in Oni? The day is mine !!
 
' INFO : Did you know that Bungie likes to hide sevens? The digits of the year 2032 add up to 7.
An example:


<float_array count="10" id="pelvis_rotation_x_ANGLE-anim-input-array">
    0.000000 0.166833 0.333667 0.500500 0.600600 0.934267 1.267933 1.601600 1.768433 1.935267
</float_array>


'''More tips'''
action at [s] * framerate [f/s] = frame [f]


* You can replace each "logmessage" with a variable. In that case don't forget the = sign.
In this example the last rotation occurs at 1.935267s.
* Selection(0) means that from all selected objects the first one is taken.
* Use a loop to get all objects.


for each n in selection
: Modder A uses 30 fps, his last frame is 58.
logmessage n
: Modder B uses 60 fps, his last frame is 116.
next


* In order to shorten the code you might want to set script objects.
: The command to create a standard cube is ''CreatePrim "Cube", "MeshSurface"''
: If you use '''''set name = ''''' the cube or other object will be available under that ''name''.
: Then you can use any valid method or property with that ''name''.
: Example:
set c = CreatePrim ("Cube", "MeshSurface")
logmessage selection(0).name
logmessage selection(0).length.value
logmessage c.name
logmessage c.length.value
' INFO : cube
' INFO : 8
' INFO : cube
' INFO : 8


* '''Euler rotations'''
you will get [[wikipedia:Bézier_curve|BEZIER]] (cubic) interpolation instead of LINEAR if you use
: "Convert Quarternion Rotation to Euler"
: "Spline Interpolation" in the animation (fcurve) editor
Those smooth the rotations.
[...]
* '''Quaternion rotations'''
Don't use this.


'''Some ModTool commands in vbs language that might be interesting for Oni related stuff'''
[...]
 
 
* '''Make Rotation Keys Continuous'''
 
[...]
 
 
====Animation mixer====
This could help with creating cutscenes and complex animations (e.g. run cycles for FILM files).
 
Open the animation mixer with [Alt]+[0].
 
Further information over [http://web.archive.org/web/20170103065301/http://softimage.wiki.softimage.com/xsidocs/nla_mixer.htm#Rdw10200 HERE.]
 
Here are a few videos:
* '''https://www.youtube.com/watch?v=-xC31Q7zpM0'''
* https://www.youtube.com/watch?v=njLrAIpDOFU
* https://www.youtube.com/watch?v=PRDZaEo5CGo
 
 
=====Sounds=====
Within the animation mixer also sounds can be added.
 
Further information over [http://web.archive.org/web/20170102120711/http://softimage.wiki.softimage.com/xsidocs/audio_LoadingAudioFilesintheAnimationMixer.htm#Rdy36984 HERE.]
 
This could be used to synchronize sounds effect with physical actions in the scene.
 
 
===Scripting===
* open the Script Editor: [Alt] + [4]
* run the current code in the Script Editor window: [F5]
* clear the log: Edit > Clear History Log
* Actions from button embedded code will be logged.
* Actions from code files that are linked in a button won't be logged. (This results in a performance boost.)
* Logged stuff will be rewritten if you change the script language. (File > Preferences...)
* You can also change the language by right-click the white script box and click on "Set to JScript" or "Set to VBScript".
* Python can be added as script language if you install it on your PC.
* Right-clicking the white script box gives you also access to a few code piece, e.g. "Syntax Help" > "If..Else" or "Catch Error".
* Mark code you want to disable ("Comment Out") or enable ("Comment Remove").
* You can save your code to a file via "File" > "Save As..." or "Save Selection"
 
 
'''Links'''
* [http://web.archive.org/web/20160803061035/http://softimage.wiki.softimage.com/index.php?title=Scripting_Tips_and_Tricks_%28XSISDK%29 xsi wiki page about scripting]
* '''[http://web.archive.org/web/20170616035120/http://softimage.wiki.softimage.com/sdkdocs/scriptsdb/scriptsdb/scrdb_vbscript.htm many vbscript examples]'''
* '''[https://ss64.com/vb/ vbs commands]'''
* [https://web.archive.org/web/20070510173452/https://www.activexperts.com/activmonitor/windowsmanagement/adminscripts/filesfolders/files/ objFSO/objWSHShell: Scripts to manage Files] (replace "Wscript.Echo" with "logmessage")
* [https://web.archive.org/web/20150504221146/http://activexperts.com/activmonitor/windowsmanagement/adminscripts/other/textfiles/ objFSO/objWSHShell: Scripts to manage Text Files]
* [http://web.archive.org/web/20080905102848/http://www.kxcad.net/softimage_xsi/Softimage_XSI_Documentation/script_basics_IncludingExternalScripts.htm using external scripts]
* [https://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_om/XSIUIToolkit.html,topicNumber=si_om_XSIUIToolkit_html progress bar and open file dialog<!-- (hm, InitialDirectory code for quick save idea ?)-->]
<!--* [http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=files/cus_ppg_FileBrowserWidget.htm,topicNumber=d30e11980,hash=WS34BA39B437A993419C80CAB58E3BEFA1-0059 text box]-->
 
 
'''Notes about polygon extraction'''
* a grid of 9 polygons (ID 0 to 8)
* you extract the middle polygon (ID 4)
* grid's polygon of ID 8 will change to ID 4
* if you now extract 5th, the 7th gets the ID
* now the ID order is: 0, 1, 2, 3, 6, 5, 4
* this means that an automatic extraction of several polygons requires two changes in the code
* 1) the ID array of selected polygons must be sorted
* 2) the extraction must start with the last ID to avoid ID shift during the process (see code pieces)


{| class="wikitable" width="100%"
| width=50% valign=top | LogMessage <nowiki>[string | var | object]</nowiki>
| A command to log information. It requires a string or a variable. Example:
: LogMessage "The object's name is: " & selection(0).Name
|-
| logmessage selection.count
| Logs the number of selected objects.
|-
| logmessage selection(0).Name
| Logs the object name.
|-
| logmessage selection(0).Material.Name
| Logs the material name.
|-
|valign=top| logmessage selection(0).Material.CurrentImageClip.source.filename.value
| Logs absolute path of the texture. Output example:
: ''C:\Users\RRM\Desktop\TV_tex.png''
|-
|valign=top| logmessage selection(0).Material.CurrentImageClip.source.Parameters("XRes").Value<br>logmessage selection(0).Material.CurrentImageClip.source.Parameters("YRes").Value
| Logs the horizontal (X) and vertical (Y) pixel length of the texture. Output example:
: ''512''
|-
| logmessage selection(0).sclx.value<br>logmessage selection(0).scly.value<br>logmessage selection(0).sclz.value
|valign=top| Logs object's scaling (X, Y, Z).
|-
| logmessage selection(0).rotx.value<br>logmessage selection(0).roty.value<br>logmessage selection(0).rotz.value
|valign=top| Logs object's rotation (X, Y, Z).
|-
| logmessage selection(0).posx.value<br>logmessage selection(0).posy.value<br>logmessage selection(0).posz.value
|valign=top| Logs object's position (X, Y, Z).
|-
|valign=top| logmessage selection(0).rotorder.value
| Logs object's rotation order. Oni characters have ZYX as rotation order.
:0 = XYZ
:1 = XZY
:2 = YXZ
:3 = YZX
:4 = ZXY
:5 = ZYX
|-
|valign=top| SelectObj <nowiki>[string | var]</nowiki>
| select one or more objects. Comma serves as separator. Example:
: SelectObj "grid,grid1"
|-
|valign=top| ToggleSelection <nowiki>[string | var]</nowiki>
| Adds one or more objects from current selection. If the objects are already selected then they become subtracted from the selection. Example:
: ToggleSelection "grid2,grid3"
|-
|valign=top| [http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_cmds/SelectAllUsingFilter.html,topicNumber=si_cmds_SelectAllUsingFilter_html SelectAllUsingFilter] <nowiki>[SelFilter], [CheckComponentVisibility], [AffectSelectionList], [CheckObjectSelectability]</nowiki>
|Selects everything that matches the filter and other options. Example:
: SelectAllUsingFilter "object", siCheckComponentVisibility
:: selects all roots, lights, cameras, and geometry (meshes)
: SelectAllUsingFilter "geometry", siCheckComponentVisibility
:: selects all geometry (meshes)
|-
| DeselectAll
| deselects everything
|-
|valign=top| DeleteObj <nowiki>[string | var]</nowiki>
| Deletes one or more objects. Comma used as separator. Example:
: DeleteObj "grid"
: DeleteObj "grid,grid1"
|-
| FreezeObj
| Makes all changes final. But saving those changes is still necessary. (Click on key symbol so it gets red.)
|-
| [http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_cmds/Translate.html,topicNumber=si_cmds_Translate_html Translate] <nowiki>[InputObjs], [X], [Y], [Z], [Delta], [RefMode], [Center], [AxesFilter], [Snap], [SnapReference], [SnapFilter], [SplitLocalComponents], [PropTagOnly], [Pivot], [PivotX], [PivotY], [PivotZ], [ConstructionMode], [SlideComponents]</nowiki>
| see link
|-
| [http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_cmds/Rotate.html,topicNumber=si_cmds_Rotate_html Rotate] <nowiki>[InputObjs], [X], [Y], [Z], [Delta], [RefMode], [Center], [AxesFilter], [Reference], [SplitLocalComponents], [PropTagOnly], [Pivot], [PivotX], [PivotY], [PivotZ], [ConstructionMode], [SlideComponents]</nowiki>
| see link
|}


'''Some basics of VBScript'''
* In VBS you declare variables only as a variant e.g. "dim PolygonCount". Mod Tool decides what type it becomes when it uses the variable the first time.
* You can put "option explicit" at the start of your script. Then you will be forced to declare all variables with "dim". That looks quite unnecessary but help to find mistakes for example if you mistyped a variable somewhere in a long script.


====Code pieces (VB Script)====
* The commands are not case-sensitive, e.g. you can write "LogMessage" or "logmessage".
Remember that you can use the search function of your web browser.
* Vbs functions can be found [https://web.archive.org/web/20150707131602/https://www.w3schools.com/vbscript/vbscript_ref_functions.asp HERE.]


If you see absolute paths adapt them so that the code works on your system too.
' while it is possible to use + in strings,
 
' you should actually use & only for strings
{| class="wikitable" width="100%"
' and + only for numbers
|width=33%| [1] creating and extending an array
|width=33%| [2] check selection mode
logmessage "How about ... " + "a riddle?"
| [3] getting the IDs of selected polygons plus sorting them
logmessage "Where can you find following phrase in Oni? " & "The day is mine !!"
|-
logmessage "Did you know that Bungie likes to hide sevens? The digits of the year 2032 add up to " & cstr(2 + 0 + 3 + 2) & "."
| [4] converting euler rotations (in degrees) to quaternions
| [5] converting quaternions to euler rotations (in degrees)
' INFO : How about ... a riddle?
| [6] get and set values of the playcontrol (timeline)
' INFO : Where can you find following phrase in Oni? The day is mine !!
|-
' INFO : Did you know that Bungie likes to hide sevens? The digits of the year 2032 add up to 7.
| [7] get keyframes
 
| [8] message box
 
| [9] input box
'''More tips'''
|-
 
| [10] getting the desktop path
* You can replace each "logmessage" with a variable. In that case don't forget the = sign.
| [11] selecting a folder
* Selection(0) means that from all selected objects the first one is taken.
| [12] selecting a file of a specific type
* Use a loop to get all objects.
|-
 
| [13] reading out environment variables
for each n in selection
| [14] check if file exist
logmessage n
| [15] check if folder exist + create folder
next
|-
 
| [16] write xml file
* In order to shorten the code you might want to set script objects.
| [17] read xml file
: The command to create a standard cube is ''CreatePrim "Cube", "MeshSurface"''
| [18] read xml file (attribute/content-based)
: If you use '''''set name = ''''' the cube or other object will be available under that ''name''.
|-
: Then you can use any valid method or property with that ''name''.
| [19] create txt file + write lines
: Example:
| [20] read txt file
| [21] check onisplit version
set c = CreatePrim ("Cube", "MeshSurface")
|-
| [22] call CMD, e.g. to use onisplit
logmessage selection(0).name
| [23] building forms in ModTool
logmessage selection(0).length.value
| [24] UserDataBlob
logmessage c.name
logmessage c.length.value
' INFO : cube
' INFO : 8
' INFO : cube
' INFO : 8
 
 
'''Some ModTool commands in vbs language that might be interesting for Oni related stuff'''
 
{| class="wikitable" width="100%"
| width=50% valign=top | LogMessage <nowiki>[string | var | object]</nowiki>
| A command to log information. It requires a string or a variable. Example:
: LogMessage "The object's name is: " & selection(0).Name
|-
|-
| [25] getting the position of points (with selection mode point)
| logmessage selection.count
| [26] getting the position of points (with selection mode object)
| Logs the number of selected objects.
| [27] getting and setting the position of points (without selection)
|-
|-
| [28] getting the rotation and position of selected objects
| logmessage selection(0).Name
| [29] getting the rotation and position of not selected objects
| Logs the object name.
| [30] decrypting merged integer flags
|-
| logmessage selection(0).Materials(0).Name
| Logs the material name.
|-
| logmessage selection(0).Materials(0).Library.name
| Logs the material library name.
|-
| logmessage selection(0).Materials(0).shaders(0).name
| Logs the material shader (e.g. phong).
|-
|valign=top| logmessage selection(0).Materials(0).CurrentImageClip.source.filename.value
| Logs absolute path of the texture. Output example:
: ''C:\Users\RRM\Desktop\TV_tex.png''
|-
|-
| [31] disabling PPG popups
|valign=top| logmessage selection(0).Materials(0).CurrentImageClip.source.Parameters("XRes").Value<br>logmessage selection(0).Material.CurrentImageClip.source.Parameters("YRes").Value
| [32] disabling logmessages
| Logs the horizontal (X) and vertical (Y) pixel length of the texture. Output example:
| [33] getting bounding box values
: ''512''
|-
|-
| [34] open an explorer window
| logmessage selection(0).sclx.value<br>logmessage selection(0).scly.value<br>logmessage selection(0).sclz.value
| [35] working with hierarchies
|valign=top| Logs object's scaling (X, Y, Z).
| [36] drag and drop (DnD) support for specific oni files
|-
|-
| [37] dae export
| logmessage selection(0).rotx.value<br>logmessage selection(0).roty.value<br>logmessage selection(0).rotz.value
| [38] fbx export
|valign=top| Logs object's rotation (X, Y, Z).
| [39] import an image clip only once
|-
|}
| logmessage selection(0).posx.value<br>logmessage selection(0).posy.value<br>logmessage selection(0).posz.value
 
|valign=top| Logs object's position (X, Y, Z).
 
|-
' '''[1] creating and extending an array'''
|valign=top| logmessage selection(0).rotorder.value
| Logs object's rotation order. Oni characters have ZYX as rotation order.
:0 = XYZ
' creating an array
:1 = XZY
' () sets the number of array items
:2 = YXZ
redim nums (3)
:3 = YZX
for i = 0 to 3
:4 = ZXY
nums(i) = (i)
:5 = ZYX
next
|-
|valign=top| SelectObj <nowiki>[string | var]</nowiki>
logmessage "output all items"
| select one or more objects. Comma serves as separator. Example:
for each n in nums
: SelectObj "grid,grid1"
logmessage n
|-
next
|valign=top| ToggleSelection <nowiki>[string | var]</nowiki>
logmessage "first array item holds: " & lbound(nums)
| Adds one or more objects from current selection. If the objects are already selected then they become subtracted from the selection. Example:
logmessage "last array item holds: " & ubound(nums)
: ToggleSelection "grid2,grid3"
logmessage "-------------------------------------"
|-
|valign=top| [https://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_cmds/SelectAllUsingFilter.html,topicNumber=si_cmds_SelectAllUsingFilter_html SelectAllUsingFilter] <nowiki>[SelFilter], [CheckComponentVisibility], [AffectSelectionList], [CheckObjectSelectability]</nowiki>
|Selects everything that matches the filter and other options. Example:
' extending an array
: SelectAllUsingFilter "object", siCheckComponentVisibility
' use "preserve" to keep the old content
:: selects all roots, lights, cameras, and geometry (meshes)
' find next higher value
: SelectAllUsingFilter "geometry", siCheckComponentVisibility
plus_one = ubound(nums) + 1
:: selects all geometry (meshes)
redim preserve nums (plus_one)
|-
nums(plus_one) = 4
| DeselectAll
| deselects everything
for each n in nums
|-
logmessage n
|valign=top| DeleteObj <nowiki>[string | var]</nowiki>
next
| Deletes one or more objects. Comma used as separator. Example:
logmessage "first array item holds: " & lbound(nums)
: DeleteObj "grid"
logmessage "last array item holds: " & ubound(nums)
: DeleteObj "grid,grid1"
|-
| FreezeObj
' INFO : output all items
| Makes all changes final. But saving those changes is still necessary. (Click on key symbol so it gets red.)
' INFO : 0
|-
' INFO : 1
| [https://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_cmds/Translate.html,topicNumber=si_cmds_Translate_html Translate] <nowiki>[InputObjs], [X], [Y], [Z], [Delta], [RefMode], [Center], [AxesFilter], [Snap], [SnapReference], [SnapFilter], [SplitLocalComponents], [PropTagOnly], [Pivot], [PivotX], [PivotY], [PivotZ], [ConstructionMode], [SlideComponents]</nowiki>
' INFO : 2
| see link
' INFO : 3
|-
' INFO : first array item holds: 0
| [https://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_cmds/Rotate.html,topicNumber=si_cmds_Rotate_html Rotate] <nowiki>[InputObjs], [X], [Y], [Z], [Delta], [RefMode], [Center], [AxesFilter], [Reference], [SplitLocalComponents], [PropTagOnly], [Pivot], [PivotX], [PivotY], [PivotZ], [ConstructionMode], [SlideComponents]</nowiki>
' INFO : last array item holds: 3
| see link
' INFO : -------------------------------------
|}
' INFO : 0
 
' INFO : 1
 
' INFO : 2
====Code pieces (VB Script)====
' INFO : 3
Remember that you can use the search function of your web browser.
' INFO : 4
 
' INFO : first array item holds: 0
If you see absolute paths adapt them so that the code works on your system too.
' INFO : last array item holds: 4


([[Mod_Tool/Scripting|Here]]'s another page for math related code pieces.)


' '''[2] check selection mode '''
{| class="wikitable" width="100%"
|width=33%| [1] creating and extending an array
checkfilter
|width=33%| [2] check selection mode
'use sub to make use of the exit command
| [3] getting the IDs of selected polygons plus sorting them
|-
sub checkfilter
| [4] converting euler rotations (in degrees) to quaternions
Select Case Selection.Filter.Name
| [5] converting quaternions to euler rotations (in degrees)
'caution: case-sensitive
| [6] get and set values of the playcontrol (timeline)
|-
Case "object"
| [7] get keyframes
logmessage "object mode"
| [8] message box
Case "Edge"
| [9] input box
logmessage "edge mode"
|-
Case "Vertex"
| [10] getting the desktop path
logmessage "point mode"
| [11] selecting a folder
Case "Polygon"
| [12] selecting a file of a specific type
logmessage "polygon mode"
|-
Case Else
| [13] reading out environment variables
logmessage "unknown mode"
| [14] check if file exist
exit sub
| [15] check if folder exist + create folder
End Select
|-
end sub
| [16] write xml file
 
| [17] read xml file
 
| [18] read xml file (attribute/content-based)
' '''[3] getting the IDs of selected polygons plus sorting them'''
|-
| [19] create txt file + write lines
poly_count = Selection(0).SubComponent.ComponentCollection.count
| [20] read txt file
logmessage "poly_count: " & poly_count
| [21] check onisplit version
redim selected (poly_count)
|-
logmessage "Show ID as it is."
| [22] call CMD, e.g. to use onisplit
for i=0 to poly_count - 1
| [23] building forms in ModTool
' build ID array
| [24] UserDataBlob
selected(i) = Selection(0).SubComponent.ComponentCollection(i).index
|-
logmessage selected(i)
| [25] getting the position of points (with selection mode point)
next
| [26] getting the position of points (with selection mode object)
| [27] getting and setting the position of points (without selection)
' change sort order by replacing ">" with "<"
|-
For i = 0 To poly_count - 1
| [28] getting the rotation and position of selected objects
For j = 0 To poly_count - 1
| [29] getting the rotation and position of not selected objects
If selected(i) > selected(j) Then
| [30] decrypting merged integer flags
tmp = selected(i)
|-
selected(i) = selected(j)
| [31] disabling PPG popups
selected(j) = tmp
| [32] disabling logmessages
End If
| [33] getting bounding box values
Next
|-
Next
| [34] open an explorer window
logmessage "Show sorted ID."
| [35] working with hierarchies
| [36] drag and drop (DnD) support for specific oni files
for i=0 to poly_count - 1
|-
logmessage selected(i)
| [37] dae export
next
| [38] fbx export
 
| [39] import an image clip only once
 
|-
  ' '''[4] converting euler rotations (in degrees) to quaternions'''
| [40] layers
| [41] onisplit update
| [42] get vertex color
|-
| [43] get all used textures
| [44] get global point position
|
|}
 
 
  ' '''[1] creating and extending an array'''
   
   
dim x, y, z, dRotation, qRotation
x = 90
y = 0
z = 0
   
   
  set dRotation = XSIMath.CreateRotation(XSIMath.DegreesToRadians(x), XSIMath.DegreesToRadians(y), XSIMath.DegreesToRadians(z))  
  ' creating an array
  set qRotation = XSIMath.CreateQuaternion()
' () sets the number of array items
redim nums (3)
for i = 0 to 3
nums(i) = (i)
  next
   
   
dRotation.GetQuaternion (qRotation)
logmessage "output all items"
LogMessage qRotation.W
for each n in nums
  LogMessage qRotation.X
  logmessage n
LogMessage qRotation.Y
next
LogMessage qRotation.Z
logmessage "first array item holds: " & lbound(nums)
' INFO : 0,707106781186548
logmessage "last array item holds: " & ubound(nums)
' INFO : 0,707106781186547
  logmessage "-------------------------------------"
' INFO : 0
' INFO : 0
 
 
  ' '''[5] converting quaternions to euler rotations (in degrees)'''
   
   
dim qW, qX, qY, qZ, qRotation, x, y, z
   
   
qW = 0.707106781186548
' extending an array
qX = 0.707106781186547
' use "preserve" to keep the old content
qY = 0
' find next higher value
qZ = 0
plus_one = ubound(nums) + 1
redim preserve nums (plus_one)
nums(plus_one) = 4
   
   
  set qRotation = XSIMath.CreateQuaternion (qW, qX , qY, qZ)
  for each n in nums
logmessage n
next
logmessage "first array item holds: " & lbound(nums)
logmessage "last array item holds: " & ubound(nums)
   
   
qRotation.GetXYZAngleValues x, y, z
logmessage XSIMath.RadiansToDegrees(x)
' INFO : output all items
logmessage XSIMath.RadiansToDegrees(y)
' INFO : 0
logmessage XSIMath.RadiansToDegrees(z)
' INFO : 1
' INFO : 89,9999999999999
' INFO : 2
' INFO : 0
' INFO : 3
' INFO : 0
' INFO : first array item holds: 0
' INFO : last array item holds: 3
' INFO : -------------------------------------
' INFO : 0
' INFO : 1
' INFO : 2
' INFO : 3
' INFO : 4
' INFO : first array item holds: 0
' INFO : last array item holds: 4




  ' '''[6] get and set values of the playcontrol (timeline)'''
  ' '''[2] check selection mode '''
   
   
  ' timeline variables (tl)
  checkfilter
  dim tlStart, tlEnd, tlCurrent
  'use sub to make use of the exit command
   
   
  ' get values
  sub checkfilter
tlStart = GetValue ("PlayControl.In")
Select Case Selection.Filter.Name
tlEnd = GetValue ("PlayControl.Out")
'caution: case-sensitive
tlCurrent = GetValue ("PlayControl.Current")
   
   
' set values
Case "object"
SetValue ("PlayControl.In"), 7
logmessage "object mode"
SetValue ("PlayControl.Out"), 70
Case "Edge"
SetValue ("PlayControl.Current"), 14
logmessage "edge mode"
Case "Vertex"
logmessage "point mode"
Case "Polygon"
logmessage "polygon mode"
Case Else
logmessage "unknown mode"
exit sub
End Select
end sub




  ' '''[7] get keyframes'''
  ' '''[3] getting the IDs of selected polygons plus sorting them'''
   
   
  ' keyframe counting code like "selection(0).rotx.Source.Keys.count" will produce an error if no keys exist
  poly_count = Selection(0).SubComponent.ComponentCollection.count
  ' that's why we need to catch possible errors for each counting
logmessage "poly_count: " & poly_count
redim selected (poly_count)
logmessage "Show ID as it is."
  for i=0 to poly_count - 1
' build ID array
selected(i) = Selection(0).SubComponent.ComponentCollection(i).index
logmessage selected(i)
next
   
   
  on error resume next
  ' change sort order by replacing ">" with "<"
  logmessage "--------------------------------------------------"
For i = 0 To poly_count - 1
logmessage "X rotation keys: " & selection(0).rotx.Source.Keys.count
  For j = 0 To poly_count - 1
for each k in selection(0).rotx.Source.Keys
If selected(i) > selected(j) Then
  logmessage "index: " & k.index & " // time: " & k.time & " // value: " & k.value
tmp = selected(i)
  next
selected(i) = selected(j)
  if err <> 0 then
selected(j) = tmp
logmessage "no X rotation keys"
  End If
end if
  Next
on error goto 0
  Next
logmessage "Show sorted ID."
   
   
  on error resume next
  for i=0 to poly_count - 1
logmessage "--------------------------------------------------"
  logmessage selected(i)
  logmessage "Y rotation keys: " & selection(0).roty.Source.Keys.count
next
for each k in selection(0).roty.Source.Keys
 
logmessage "index: " & k.index & " // time: " & k.time & " // value: " & k.value
 
next
  ' '''[4] converting euler rotations (in degrees) to quaternions'''
if err <> 0 then
logmessage "no Y rotation keys"
  end if
on error goto 0
   
   
  on error resume next
  dim x, y, z, dRotation, qRotation
logmessage "--------------------------------------------------"
x = 90
logmessage "Z rotation keys: " & selection(0).rotz.Source.Keys.count
  y = 0
for each k in selection(0).rotz.Source.Keys
  z = 0
logmessage "index: " & k.index & " // time: " & k.time & " // value: " & k.value
next
  if err <> 0 then
logmessage "no Z rotation keys"
end if
  on error goto 0
   
   
  on error resume next
  set dRotation = XSIMath.CreateRotation(XSIMath.DegreesToRadians(x), XSIMath.DegreesToRadians(y), XSIMath.DegreesToRadians(z))  
logmessage "--------------------------------------------------"
set qRotation = XSIMath.CreateQuaternion()
logmessage "X position keys: " & selection(0).posx.Source.Keys.count
for each k in selection(0).posx.Source.Keys
logmessage "index: " & k.index & " // time: " & k.time & " // value: " & k.value
next
if err <> 0 then
logmessage "no X position keys"
end if
on error goto 0
   
   
on error resume next
dRotation.GetQuaternion (qRotation)
  logmessage "--------------------------------------------------"
  LogMessage qRotation.W
  logmessage "Y position keys: " & selection(0).posy.Source.Keys.count
  LogMessage qRotation.X
  for each k in selection(0).posy.Source.Keys
LogMessage qRotation.Y
logmessage "index: " & k.index & " // time: " & k.time & " // value: " & k.value
LogMessage qRotation.Z
  next
  ' INFO : 0,707106781186548
if err <> 0 then
' INFO : 0,707106781186547
logmessage "no Y position keys"
' INFO : 0
end if
  ' INFO : 0
  on error goto 0
 
 
  ' '''[5] converting quaternions to euler rotations (in degrees)'''
   
   
  on error resume next
  dim qW, qX, qY, qZ, qRotation, x, y, z
logmessage "--------------------------------------------------"
logmessage "Z position keys: " & selection(0).posz.Source.Keys.count
for each k in selection(0).posz.Source.Keys
logmessage "index: " & k.index & " // time: " & k.time & " // value: " & k.value
next
if err <> 0 then
logmessage "no Z position keys"
end if
on error goto 0
   
   
qW = 0.707106781186548
qX = 0.707106781186547
qY = 0
qZ = 0
   
   
  ' output example (0 rot keys, 2 pos keys):
  set qRotation = XSIMath.CreateQuaternion (qW, qX , qY, qZ)
' INFO : --------------------------------------------------
' INFO : no X rotation keys
' INFO : --------------------------------------------------
' INFO : no Y rotation keys
' INFO : --------------------------------------------------
' INFO : no Z rotation keys
' INFO : --------------------------------------------------
' INFO : X position keys: 2
' INFO : index: 0 // time: 2 // value: 5,14534318031942
' INFO : index: 1 // time: 6 // value: 8,2411504340802
' INFO : --------------------------------------------------
' INFO : Y position keys: 2
' INFO : index: 0 // time: 2 // value: 0,365325291829147
' INFO : index: 1 // time: 6 // value: 1,11923927115289
' INFO : --------------------------------------------------
' INFO : Z position keys: 2
' INFO : index: 0 // time: 2 // value: 1,96103417177471
' INFO : index: 1 // time: 6 // value: 1,88564277384233
 
 
' '''[8] message box'''
   
   
[http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_om/XSIUIToolkit.MsgBox.html,topicNumber=si_om_XSIUIToolkit_MsgBox_html msgbox] "message", , "title"
qRotation.GetXYZAngleValues x, y, z
 
logmessage XSIMath.RadiansToDegrees(x)
logmessage XSIMath.RadiansToDegrees(y)
logmessage XSIMath.RadiansToDegrees(z)
' INFO : 89,9999999999999
' INFO : 0
' INFO : 0


  ' '''[9] input box'''
 
  ' '''[6] get and set values of the playcontrol (timeline)'''
' timeline variables (tl)
dim tlStart, tlEnd, tlCurrent
   
   
  logmessage inputbox ("message", "title" , "pre-entered content")
  ' get values
 
tlStart = GetValue ("PlayControl.In")
 
tlEnd = GetValue ("PlayControl.Out")
' '''[10] getting the desktop path'''
tlCurrent = GetValue ("PlayControl.Current")
   
   
  ' this can be useful for ''default locations'' like when selecting a folder
  ' set values
  DesktopPath = CreateObject("WScript.Shell").SpecialFolders("Desktop")
  SetValue ("PlayControl.In"), 7
  logmessage DesktopPath
SetValue ("PlayControl.Out"), 70
  SetValue ("PlayControl.Current"), 14




  ' '''[11] selecting a folder'''
  ' '''[7] get keyframes'''
   
   
  ' the default path is in this case my desktop
  ' keyframe counting code like "selection(0).rotx.Source.Keys.count" will produce an error if no keys exist
' to make it work on other systems, you would need the code of "getting the desktop path" section and replace my path with the ''DesktopPath''
  ' that's why we need to catch possible errors for each counting
logmessage XSIUIToolkit.PickFolder("C:\Users\RMM\Desktop\", "title" )
 
 
  ' '''[12] selecting a file of a specific type'''
   
   
  set oFileBrowser = XSIUIToolkit.FileBrowser
  on error resume next
oFileBrowser.DialogTitle = "Select an image file (png/tga/jpg)"  
logmessage "--------------------------------------------------"
' (default folder)
logmessage "X rotation keys: " & selection(0).rotx.Source.Keys.count
oFileBrowser.InitialDirectory = "c:\"
for each k in selection(0).rotx.Source.Keys
oFileBrowser.Filter = "JPEG (*.jpg)|*.jpg|PNG (*.png)|*.png| Targa (*.tga)|*.tga||"
logmessage "index: " & k.index & " // time: " & k.time & " // value: " & k.value
oFileBrowser.ShowOpen
next
If oFileBrowser.FilePathName <> "" Then
  if err <> 0 then
logmessage "User selected " & oFileBrowser.FilePathName
  logmessage "no X rotation keys"
  Else
  end if
  logmessage "User pressed cancel"
  on error goto 0
  End If
 
 
  ' '''[13] reading out environment variables'''
   
   
  ' some infos about env vars: [http://softimage.wiki.softimage.com/xsidocs/config_envirovars.htm (1)], [http://softimage.wiki.softimage.com/xsidocs/EnvVars_SettingandUsingEnvironmentVariables.htm (2)], [http://softimage.wiki.softimage.com/xsidocs/EnvVars_EnvironmentVariableReference.htm (3)]
  on error resume next
' those variables are stored inside the setenv.bat, two disadvantages:
logmessage "--------------------------------------------------"
' adding or editing those vars appears to not work in vbs or I just did it wrong
logmessage "Y rotation keys: " & selection(0).roty.Source.Keys.count
' anyway, new vars can only be read out after app restart
for each k in selection(0).roty.Source.Keys
' therefore let's concentrate on reading out existing ones and then how to create our own via txt files (example: [https://dl.dropbox.com/u/139715/OniGalore/ModToolScript/Oni_env_vars.txt Oni_env_vars.txt])
logmessage "index: " & k.index & " // time: " & k.time & " // value: " & k.value
  ' code for reading out:
next
logmessage XSIUtils.ResolvePath("$SI_HOME/")
  if err <> 0 then
 
logmessage "no Y rotation keys"
 
end if
  ' '''[14] check if file exist'''
  on error goto 0
   
   
  Set objFSO = CreateObject("Scripting.FileSystemObject")
  on error resume next
If objFSO.FileExists ("C:\folder\file.txt") then
logmessage "--------------------------------------------------"
  logmessage "File exists."
logmessage "Z rotation keys: " & selection(0).rotz.Source.Keys.count
  else
  for each k in selection(0).rotz.Source.Keys
  logmessage "File doesn't exist."
logmessage "index: " & k.index & " // time: " & k.time & " // value: " & k.value
next
  if err <> 0 then
  logmessage "no Z rotation keys"
  end if
  end if
 
  on error goto 0
 
  ' '''[15] check if folder exist + create folder'''
   
   
  dim strDirectory
  on error resume next
  strDirectory = "C:\test"
logmessage "--------------------------------------------------"
logmessage "X position keys: " & selection(0).posx.Source.Keys.count
for each k in selection(0).posx.Source.Keys
logmessage "index: " & k.index & " // time: " & k.time & " // value: " & k.value
next
  if err <> 0 then
logmessage "no X position keys"
end if
on error goto 0
   
   
  Set objFSO = CreateObject("Scripting.FileSystemObject")
  on error resume next
If objFSO.FolderExists(strDirectory) Then
logmessage "--------------------------------------------------"
    Set objFolder = objFSO.GetFolder(strDirectory)
logmessage "Y position keys: " & selection(0).posy.Source.Keys.count
    logmessage strDirectory & " already exists"
for each k in selection(0).posy.Source.Keys
  Else
logmessage "index: " & k.index & " // time: " & k.time & " // value: " & k.value
    Set objFolder = objFSO.CreateFolder(strDirectory)
next
    logmessage "created folder " & strDirectory
  if err <> 0 then
  End If
logmessage "no Y position keys"
 
  end if
 
  on error goto 0
  ' '''[16] write xml file'''
   
   
  FolderName = CreateObject("WScript.Shell").SpecialFolders("Desktop")
  on error resume next
FileName = "test"
logmessage "--------------------------------------------------"
FilePath = FolderName & "\OBAN" & FileName & ".xml"
logmessage "Z position keys: " & selection(0).posz.Source.Keys.count
   
for each k in selection(0).posz.Source.Keys
Set oFS = CreateObject("Scripting.FileSystemObject")
logmessage "index: " & k.index & " // time: " & k.time & " // value: " & k.value
  Set objXMLFile = oFS.OpenTextFile(FilePath, 2, True, 0)
next
  if err <> 0 then
logmessage "no Z position keys"
  end if
on error goto 0
   
   
' quote sign in a string needs two quote signs
objXMLFile.WriteLine "<?xml version=""1.0"" encoding=""utf-8""?>"
objXMLFile.WriteLine "<Oni>"
objXMLFile.WriteLine "..."
objXMLFile.Close
' '''[17] read xml file'''
   
   
  Set xmlDoc = CreateObject( "Microsoft.XMLDOM" )
  ' output example (0 rot keys, 2 pos keys):
xmlDoc.Async = "False"
path = "C:\Users\RRM\Oni\AE\AEInstaller\vanilla\level19_Final\BINACJBOWeapon.xml"
xmlDoc.Load( path )
   
   
  Set colPosition = xmlDoc.selectNodes( "Oni/Objects/WEAP/Header/Position" )
  ' INFO : --------------------------------------------------
  Set colRotation = xmlDoc.selectNodes( "Oni/Objects/WEAP/Header/Rotation" )
' INFO : no X rotation keys
  Set colClass =    xmlDoc.selectNodes( "Oni/Objects/WEAP/OSD/Class" )
' INFO : --------------------------------------------------
   
' INFO : no Y rotation keys
  loop_count = xmlDoc.selectNodes( "Oni/Objects/WEAP").length
' INFO : --------------------------------------------------
' INFO : no Z rotation keys
' INFO : --------------------------------------------------
' INFO : X position keys: 2
' INFO : index: 0 // time: 2 // value: 5,14534318031942
' INFO : index: 1 // time: 6 // value: 8,2411504340802
' INFO : --------------------------------------------------
' INFO : Y position keys: 2
  ' INFO : index: 0 // time: 2 // value: 0,365325291829147
  ' INFO : index: 1 // time: 6 // value: 1,11923927115289
' INFO : --------------------------------------------------
' INFO : Z position keys: 2
  ' INFO : index: 0 // time: 2 // value: 1,96103417177471
  ' INFO : index: 1 // time: 6 // value: 1,88564277384233
 
 
' '''[8] message box'''
   
   
  logmessage "found " & loop_count & " weapons:"
  [https://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_om/XSIUIToolkit.MsgBox.html,topicNumber=si_om_XSIUIToolkit_MsgBox_html msgbox] "message", , "title"
logmessage "================"
 
  for i=0 to loop_count - 1
 
  ' '''[9] input box'''
   
   
'split string into pices as array, space is used as seperator by default
logmessage inputbox ("message", "title" , "pre-entered content")
'element 0 = X; element 1 = Y; element 2 = Z
 
pos = split(colPosition.item(i).text)
 
rot = split(colRotation.item(i).text)
' '''[10] getting the desktop path'''
' Mod Tool wants comma instead of point for decimal seperator
pos(0) = replace (pos(0), ".", ",")
pos(1) = replace (pos(1), ".", ",")
pos(2) = replace (pos(2), ".", ",")
rot(0) = replace (rot(0), ".", ",")
rot(1) = replace (rot(1), ".", ",")
rot(2) = replace (rot(2), ".", ",")
   
   
logmessage colClass.item(i).text
' this can be useful for ''default locations'' like when selecting a folder
logmessage pos(0) & " " & pos(1) & " " & pos(2)
DesktopPath = CreateObject("WScript.Shell").SpecialFolders("Desktop")
logmessage rot(0) & " " & rot(1) & " " & rot(2)
logmessage DesktopPath
logmessage "----------------"
 
  next
 
  ' '''[11] selecting a folder'''
   
   
' the default path is in this case my desktop
' to make it work on other systems, you would need the code of "getting the desktop path" section and replace my path with the ''DesktopPath''
logmessage XSIUIToolkit.PickFolder("C:\Users\RMM\Desktop\", "title" )
' '''[12] selecting a file of a specific type'''
   
   
  ' INFO : found 2 weapons:
  set oFileBrowser = XSIUIToolkit.FileBrowser
  ' INFO : ================
  oFileBrowser.DialogTitle = "Select an image file (png/tga/jpg)"
  ' INFO : w5_sbg
  ' (default folder)
  ' INFO : 23,16747 84,8193359 757,1958
  oFileBrowser.InitialDirectory = "c:\"
  ' INFO : 0 0 0
  oFileBrowser.Filter = "JPEG (*.jpg)|*.jpg|PNG (*.png)|*.png| Targa (*.tga)|*.tga||"
  ' INFO : ----------------
  oFileBrowser.ShowOpen
  ' INFO : w4_psm
  If oFileBrowser.FilePathName <> "" Then
  ' INFO : 18,1105652 84,8193359 749,121
logmessage "User selected " & oFileBrowser.FilePathName
' INFO : 0 0 0
  Else
  ' INFO : ----------------
logmessage "User pressed cancel"
  End If




 
  ' '''[13] reading out environment variables'''
  ' '''[18] read xml file (attribute/content-based)'''
   
   
  Set xmlDoc = CreateObject( "Microsoft.XMLDOM" )
  ' some infos about env vars: [http://web.archive.org/web/20170309190841/http://softimage.wiki.softimage.com/xsidocs/config_envirovars.htm (1)], [http://web.archive.org/web/20180416194626/http://softimage.wiki.softimage.com/xsidocs/EnvVars_SettingandUsingEnvironmentVariables.htm (2)], [http://web.archive.org/web/20170617095054/http://softimage.wiki.softimage.com/xsidocs/EnvVars_EnvironmentVariableReference.htm (3)]
' those variables are stored inside the setenv.bat, two disadvantages:
' adding or editing those vars appears to not work in vbs or I just did it wrong
' anyway, new vars can only be read out after app restart
' therefore let's concentrate on reading out existing ones and then how to create our own via txt files (example: <nowiki>https://dl.dropbox.com/u/139715/OniGalore/ModToolScript/Oni_env_vars.txt Oni_env_vars.txt</nowiki> (dead link))
' code for reading out:
logmessage XSIUtils.ResolvePath("$SI_HOME/")
 
 
' '''[14] check if file exist'''
   
   
  ' tells the program to wait until the file was loaded conpletely
  Set objFSO = CreateObject("Scripting.FileSystemObject")
xmlDoc.Async = "False"
  If objFSO.FileExists ("C:\folder\file.txt") then
  xmlDoc.Load( "C:\Users\RRM\Oni\AE\AEInstaller\vanilla\level0_Final\BINAEINOimpact_effects.xml" )
logmessage "File exists."
else
logmessage "File doesn't exist."
end if
 
 
' '''[15] check if folder exist + create folder'''
   
   
dim strDirectory
strDirectory = "C:\test"
   
   
  ' example 1 ('''we use this one''')
  Set objFSO = CreateObject("Scripting.FileSystemObject")
  ' nodes only with a certain attribute and conent will be collected
  If objFSO.FolderExists(strDirectory) Then
    Set objFolder = objFSO.GetFolder(strDirectory)
    logmessage strDirectory & " already exists"
Else
    Set objFolder = objFSO.CreateFolder(strDirectory)
    logmessage "created folder " & strDirectory
End If
   
   
  ' content-based search: node [child_node = 'content']
  ' ### or simply:
' attribute-based search: node [@attribute_name = 'attribute_value']
dir = "C:\test"
XSIUtils.EnsureFolderExists (dir)
 
 
' '''[16] write xml file'''
   
   
  ' if things get too long an underscore _ can be used to make a linebreak
  FolderName = CreateObject("WScript.Shell").SpecialFolders("Desktop")
'''set w1_tap = xmlDoc.selectNodes _'''
FileName = "test"
'''( "Oni/ImpactEffects/Impact[@Name = 'w1_tap']/Material[@Name = 'Unbreak_Glass']/ImpactEffect [Component = 'Damage']" )'''
FilePath = FolderName & "\OBAN" & FileName & ".xml"
   
   
Set oFS = CreateObject("Scripting.FileSystemObject")
Set objXMLFile = oFS.OpenTextFile(FilePath, 2, True, 0)
   
   
  ' example 2
  ' quote sign in a string needs two quote signs
  ' use "or" for a search of various material
  objXMLFile.WriteLine "<?xml version=""1.0"" encoding=""utf-8""?>"
  'set w1_tap = xmlDoc.selectNodes _
  objXMLFile.WriteLine "<Oni>"
  ' ( "Oni/ImpactEffects/Impact/Material[@Name = 'Default' or @Name = 'Character']/ImpactEffect" )
  objXMLFile.WriteLine "..."
objXMLFile.Close
 
 
' '''[17] read xml file'''
   
   
Set xmlDoc = CreateObject( "Microsoft.XMLDOM" )
xmlDoc.Async = "False"
path = "C:\Users\RRM\Oni\AE\AEInstaller\vanilla\level19_Final\BINACJBOWeapon.xml"
xmlDoc.Load( path )
Set colPosition = xmlDoc.selectNodes( "Oni/Objects/WEAP/Header/Position" )
Set colRotation = xmlDoc.selectNodes( "Oni/Objects/WEAP/Header/Rotation" )
Set colClass =    xmlDoc.selectNodes( "Oni/Objects/WEAP/OSD/Class" )
   
   
  ' example 3
  loop_count = xmlDoc.selectNodes( "Oni/Objects/WEAP").length
' use (|) for a search of various content, e.g. ''<ImpactEffect><Modifier>Light'' plus ''<ImpactEffect><Modifier>Medium''
'set w1_tap = xmlDoc.selectNodes _
' ( "Oni/ImpactEffects/Impact/Material/(ImpactEffect [Modifier = 'Light'] | ImpactEffect [Modifier = 'Medium'])" )
   
   
logmessage "found " & loop_count & " weapons:"
logmessage "================"
for i=0 to loop_count - 1
   
   
for each element in w1_tap
'split string into pices as array, space is used as seperator by default
  logmessage "Impact: " & element.parentNode.parentNode.getAttribute("Name")
'element 0 = X; element 1 = Y; element 2 = Z
  logmessage "Material: " & element.parentNode.getAttribute("Name")
  pos = split(colPosition.item(i).text)
  rot = split(colRotation.item(i).text)
 
 
  ' outputs "tag name: tag content"
  ' Mod Tool wants comma instead of point for decimal seperator
  logmessage element.childNodes(0).nodename & ": " & element.childNodes(0).text
  pos(0) = replace (pos(0), ".", ",")
  logmessage element.childNodes(1).nodename & ": " & element.childNodes(1).text
  pos(1) = replace (pos(1), ".", ",")
logmessage "-----------------------------------"
pos(2) = replace (pos(2), ".", ",")
 
 
  'check for sounds
  rot(0) = replace (rot(0), ".", ",")
if element.childNodes(2).childNodes.length = 0 then
  rot(1) = replace (rot(1), ".", ",")
logmessage "sound not present"
rot(2) = replace (rot(2), ".", ",")
  else
logmessage "sound is present"
logmessage colClass.item(i).text
logmessage "-----------------------------------"
logmessage pos(0) & " " & pos(1) & " " & pos(2)
logmessage element.childNodes(2).childNodes(0).nodename & ": " & element.childNodes(2).childNodes(0).text
logmessage rot(0) & " " & rot(1) & " " & rot(2)
logmessage element.childNodes(2).childNodes(1).nodename & ": " & element.childNodes(2).childNodes(1).text
  logmessage "----------------"
logmessage element.childNodes(2).childNodes(2).nodename & ": " & element.childNodes(2).childNodes(2).text
next
logmessage element.childNodes(2).childNodes(3).nodename & ": " & element.childNodes(2).childNodes(3).text
end if
  logmessage "-----------------------------------"
   
   
' check for particle
if element.childNodes(3).childNodes.length = 0 then
  logmessage "no particle present"
else
logmessage "number of particle: " & element.childNodes(3).childNodes.length
for each particle_section in element.childNodes(3).childNodes
logmessage "-----------------------------------"
for each particle_tag in particle_section.childnodes
logmessage particle_tag.nodename & ": " & particle_tag.text
next
next
end if
logmessage "==================================="
next
   
   
' INFO : found 2 weapons:
' INFO : ================
' INFO : w5_sbg
' INFO : 23,16747 84,8193359 757,1958
' INFO : 0 0 0
' INFO : ----------------
' INFO : w4_psm
' INFO : 18,1105652 84,8193359 749,121
' INFO : 0 0 0
' INFO : ----------------
' '''[18] read xml file (attribute/content-based)'''
Set xmlDoc = CreateObject( "Microsoft.XMLDOM" )
' tells the program to wait until the file was loaded conpletely
xmlDoc.Async = "False"
xmlDoc.Load( "C:\Users\RRM\Oni\AE\AEInstaller\vanilla\level0_Final\BINAEINOimpact_effects.xml" )
   
   
' INFO : Impact: w1_tap
' INFO : Material: Unbreak_Glass
' INFO : Component: Damage
' INFO : Modifier: Any
' INFO : -----------------------------------
' INFO : sound not present
' INFO : -----------------------------------
' INFO : number of particle: 2
' INFO : -----------------------------------
' INFO : Name: d__GLASSCRACK
' INFO : Orientation: 0
' INFO : Location: 4
' INFO : Decal1: false
' INFO : Decal2: true
' INFO : -----------------------------------
' INFO : Name: w1_tap_x03
' INFO : Orientation: 0
' INFO : Location: 1
' INFO : Offset: -1
' INFO : ===================================
' '''[19] create txt file + write lines'''
   
   
  txt_location = "C:\Softimage\Softimage_Mod_Tool_7.5\test.txt"
  ' example 1 ('''we use this one''')
Set fso = CreateObject ("Scripting.FileSystemObject")
' nodes only with a certain attribute and conent will be collected
Set wText = fso.CreateTextFile (txt_location, 1)
wText.WriteLine "I'm a test file."
wText.WriteLine "Yo!"
wText.Close
 
 
' '''[20] read txt file'''
   
   
  Set objFileToRead = CreateObject("Scripting.FileSystemObject").OpenTextFile("C:\Softimage\Softimage_Mod_Tool_7.5\test.txt", 1)
  ' content-based search: node [child_node = 'content']
' attribute-based search: node [@attribute_name = 'attribute_value']
   
   
  do while not objFileToRead.AtEndOfStream
  ' if things get too long an underscore _ can be used to make a linebreak
    strLine = objFileToRead.ReadLine()
'''set w1_tap = xmlDoc.selectNodes _'''
    logmessage strLine
'''( "Oni/ImpactEffects/Impact[@Name = 'w1_tap']/Material[@Name = 'Unbreak_Glass']/ImpactEffect [Component = 'Damage']" )'''
loop
' INFO : I'm a test file.
' INFO : Yo!
   
   
objFileToRead.Close
Set objFileToRead = Nothing
' '''[21] check onisplit version'''
   
   
  Set objFSO = CreateObject("Scripting.FileSystemObject")
  ' example 2
  logmessage objFSO.GetFileVersion("F:\Program Files (x86)\Oni\Edition\install\onisplit.exe")
  ' use "or" for a search of various material
  'set w1_tap = xmlDoc.selectNodes _
  ' result looks like this:
  ' ( "Oni/ImpactEffects/Impact/Material[@Name = 'Default' or @Name = 'Character']/ImpactEffect" )
' INFO : 0.9.59.0
 
 
  ' '''[22] call CMD, e.g. to lunch onisplit or the game'''
   
   
' relative path
   
   
  ' the "GameDataFolder" isn't inside the "install" folder
  ' example 3
  ' so we will use ..\ to go one folder backwards
  ' use (|) for a search of various content, e.g. ''<ImpactEffect><Modifier>Light'' plus ''<ImpactEffect><Modifier>Medium''
'set w1_tap = xmlDoc.selectNodes _
' ( "Oni/ImpactEffects/Impact/Material/(ImpactEffect [Modifier = 'Light'] | ImpactEffect [Modifier = 'Medium'])" )
   
   
' additional quote signs tells the program where the
' paths strings start and end in case the path contains spaces
   
   
' if you are going to use the xml file right after its extraction (which is likely)
' then the "/wait" argument inside the onisplit_action string is important
' without it the code would continue and might try to read the not existing xml file and produce an error
   
   
  onisplit_location = "F:\Program Files (x86)\Oni\Edition\install"
  for each element in w1_tap
input_folder = """..\GameDataFolder\level19_Final\ONLVcompound.oni"""
logmessage "Impact: " & element.parentNode.parentNode.getAttribute("Name")
output_folder = """..\GameDataFolder"""
logmessage "Material: " & element.parentNode.getAttribute("Name")
onisplit_action = "cmd /C start /wait OniSplit.exe -extract:xml " & output_folder & " " & input_folder
logmessage "relative path: " & onisplit_action
' outputs "tag name: tag content"
' expected logmessage:
logmessage element.childNodes(0).nodename & ": " & element.childNodes(0).text
' INFO : relative path: cmd /C start OniSplit.exe -extract:xml "..\GameDataFolder" "..\GameDataFolder\level19_Final\ONLVcompound.oni"
logmessage element.childNodes(1).nodename & ": " & element.childNodes(1).text
XSIUtils.LaunchProcess onisplit_action, 1, onisplit_location
logmessage "-----------------------------------"
'check for sounds
if element.childNodes(2).childNodes.length = 0 then
logmessage "sound not present"
else
logmessage "sound is present"
logmessage "-----------------------------------"
logmessage element.childNodes(2).childNodes(0).nodename & ": " & element.childNodes(2).childNodes(0).text
logmessage element.childNodes(2).childNodes(1).nodename & ": " & element.childNodes(2).childNodes(1).text
logmessage element.childNodes(2).childNodes(2).nodename & ": " & element.childNodes(2).childNodes(2).text
logmessage element.childNodes(2).childNodes(3).nodename & ": " & element.childNodes(2).childNodes(3).text
end if
logmessage "-----------------------------------"
   
   
' check for particle
' absolute path
if element.childNodes(3).childNodes.length = 0 then
  logmessage "no particle present"
'adapt paths so it works on your computer
else
onisplit_location = "F:\Program Files (x86)\Oni\Edition\install"
logmessage "number of particle: " & element.childNodes(3).childNodes.length
input_folder = """F:\Program Files (x86)\Oni\Edition\GameDataFolder\level19_Final\ONLVcompound.oni"""
for each particle_section in element.childNodes(3).childNodes
output_folder = """F:\Program Files (x86)\Oni\Edition\GameDataFolder"""
logmessage "-----------------------------------"
onisplit_action = "cmd /C start /wait OniSplit.exe -extract:xml " & output_folder & " " & input_folder
for each particle_tag in particle_section.childnodes
logmessage "absolute path: " & onisplit_action
logmessage particle_tag.nodename & ": " & particle_tag.text
' expected logmessage:
next
' <small>INFO : absolute path: cmd /C start OniSplit.exe -extract:xml "F:\Program Files (x86)\Oni\Edition\GameDataFolder" "F:\Program Files (x86)\Oni\Edition\GameDataFolder\level19_Final\ONLVcompound.oni"</small>
next
  XSIUtils.LaunchProcess onisplit_action, 1, onisplit_location
end if
logmessage "==================================="
  next
   
   
   
   
  ' you can also lunch bat files
  ' INFO : Impact: w1_tap
   
' INFO : Material: Unbreak_Glass
  onibat = "cmd /C start run_wind.bat"
' INFO : Component: Damage
  onilocation = "F:\Program Files (x86)\Oni\Edition"
  ' INFO : Modifier: Any
  XSIUtils.LaunchProcess onibat, 0, onilocation
  ' INFO : -----------------------------------
' INFO : sound not present
' INFO : -----------------------------------
' INFO : number of particle: 2
' INFO : -----------------------------------
  ' INFO : Name: d__GLASSCRACK
  ' INFO : Orientation: 0
' INFO : Location: 4
' INFO : Decal1: false
' INFO : Decal2: true
' INFO : -----------------------------------
' INFO : Name: w1_tap_x03
' INFO : Orientation: 0
' INFO : Location: 1
' INFO : Offset: -1
' INFO : ===================================
 
 
' '''[] remove xml nodes'''


  ' alternative to cmd: call onisplit via winmgmts
  Set objXMLDoc = CreateObject("Microsoft.XMLDOM")
objXMLDoc.async = False
   
   
  ' slightly modified code from [http://blogs.technet.com/b/heyscriptingguy/archive/2006/12/08/how-can-i-start-a-process-and-then-wait-for-the-process-to-end-before-terminating-the-script.aspx that site]
  Dim XMLFile
  ' ''logmessage "onisplit finished."'' will be executed after the conversion finished, there should be also an delay of 3 seconds to support very slow computers
  XMLFile = "C:\Softimage\Softimage_Mod_Tool_7.5\OniLevels\ONLV\test\ONLVAirport.xml"
' if you are going to use this method consider to extent the code to check if input file and output directory exist
  objXMLDoc.load(XMLFile)
osp_loca = "C:\OniAE\Edition\install\OniSplit.exe"
  Set nodes = objXMLDoc.selectNodes("Oni/CRSA/*")
osp_action = "-extract:xml"
  For Each node In nodes
  osp_output = """C:\OniAE\Edition\GameDataFolder"""
    node.parentNode.removeChild(node)
  osp_input = """C:\OniAE\Edition\GameDataFolder\level1_Final\AKEVEnvWarehouse.oni"""
  Next
  osp_total = osp_loca & " " & osp_action & " " & osp_output & " " & osp_input
  logmessage osp_total
   
   
  strComputer = "."
  objXMLDoc.Save(XMLFile)
Set objWMIService = GetObject("winmgmts:\\" & strComputer & "\root\cimv2:Win32_Process")
objWMIService.Create osp_total, null, null, intProcessID
Set objWMIService = GetObject("winmgmts:\\" & strComputer & "\root\cimv2")
' wait 3 second to find event - should be enough time for single actions on a slow computer
Set colMonitoredProcesses = objWMIService.ExecNotificationQuery _
    ("Select * From __InstanceDeletionEvent Within 3 Where TargetInstance ISA 'Win32_Process'")
Do Until i = 1
    Set objLatestProcess = colMonitoredProcesses.NextEvent
    If objLatestProcess.TargetInstance.ProcessID = intProcessID Then
        i = 1
    End If
Loop
logmessage "onisplit finished."
' now you can work with the extracted xml file




{| border=0 cellpadding=0 style="float:right"
  ' '''[19] create txt file + write lines'''
| [http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XSI_modding/PPG_zpsda38090b.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XSI_modding/PPG_tn_zps84e07fe6.png]
|}
 
  ' '''[23] building a form (PPG)'''
   
   
  dim oPSet, oPPGLayout, oItem, PPG_exist
  txt_location = "C:\Softimage\Softimage_Mod_Tool_7.5\test.txt"
Set fso = CreateObject ("Scripting.FileSystemObject")
Set wText = fso.CreateTextFile (txt_location, 1)
wText.WriteLine "I'm a test file."
wText.WriteLine "Yo!"
wText.Close
 
 
' '''[20] read txt file'''
   
   
  ' set check value to 0
  Set objFileToRead = CreateObject("Scripting.FileSystemObject").OpenTextFile("C:\Softimage\Softimage_Mod_Tool_7.5\test.txt", 1)
PPG_exist = 0
   
   
  ' check if PPG exists
  do while not objFileToRead.AtEndOfStream
for each prop in ActiveProject.ActiveScene.Root.Properties
    strLine = objFileToRead.ReadLine()
logmessage prop.name
    logmessage strLine
if instr(1, prop.name, "my_new_PPG") > 0 then
loop
PPG_exist = 1
' INFO : I'm a test file.
logmessage "found " & """" & prop.name & """"
  ' INFO : Yo!
end if
  next
   
   
  ' create PPG if it doesn't exist
  objFileToRead.Close
  if PPG_exist = 0 then
  Set objFileToRead = Nothing
set oPSet = ActiveSceneRoot.AddProperty("CustomProperty", false, "my_new_PPG")
 
set oPPGLayout = oPSet.PPGLayout
 
' '''[21] check onisplit version'''
' setup PPG parameters
' ###################################################################################
Set objFSO = CreateObject("Scripting.FileSystemObject")
' create checkbox and remove key symboles by setting parameter "Animatable" to false
logmessage objFSO.GetFileVersion("F:\Program Files (x86)\Oni\Edition\install\onisplit.exe")
oPSet.AddParameter3 "Check1", siBool, 0, , , false
oPSet.AddParameter3 "Check2", siBool, 0, , , false
' result looks like this:
oPSet.AddParameter3 "Check3", siBool, 1, , , false
' INFO : 0.9.59.0
oPSet.AddParameter3 "Check4", siBool, 1, , , false
 
oPSet.AddParameter3 "text1", siString
 
' last parameter of "int1" is set to ReadOnly
' '''[22] call CMD, e.g. to lunch onisplit or the game'''
oPSet.AddParameter3 "int1", siInt2, , , , false, 1
oPSet.AddParameter3 "int2", siInt2, , , , false, 0
' relative path
' add PPG items
' the "GameDataFolder" isn't inside the "install" folder
' ###################################################################################
' so we will use ..\ to go one folder backwards
oPPGLayout.AddItem "text1", "Hi there!"
oPPGLayout.AddItem "int1", "number 1"
oPPGLayout.AddItem "int2", "number 2"
oPPGLayout.AddGroup "4 checkboxes", true
oPPGLayout.AddRow
oPPGLayout.AddItem "Check1", "C1"
oPPGLayout.AddItem "Check3", "C3"
oPPGLayout.EndRow
oPPGLayout.AddRow
oPPGLayout.AddItem "Check2", "C2"
oPPGLayout.AddItem "Check4", "C4"
oPPGLayout.EndRow
oPPGLayout.EndGroup
oPPGLayout.AddButton("log_values", "log PPG values").setAttribute siUICX, 120
oPPGLayout.Logic = "sub log_values_OnClicked" & vbCrlf & _
" logmessage ""text 1 = "" & getvalue(""my_new_PPG.text1"")" & vbCrlf & _
" logmessage ""number 1 = "" & getvalue(""my_new_PPG.int1"")" & vbCrlf & _
" logmessage ""C1 = "" & getvalue(""my_new_PPG.Check1"")" & vbCrlf & _
" end sub"
oPPGLayout.Language = "VBScript" 'Optional because this is the default
   
   
' open PPG
' additional quote signs tells the program where the
InspectObj oPSet
  ' paths strings start and end in case the path contains spaces
  else
' open that PPG if it already exist
InspectObj "my_new_PPG"
end if
 
' set values from outside the PPG
setvalue "my_new_PPG.text1", "any text could stand here"
setvalue "my_new_PPG.int1", "42"
setvalue "my_new_PPG.check1", true
   
   
  ' get values from outside the PPG
  ' if you are going to use the xml file right after its extraction (which is likely)
logmessage getvalue("my_new_PPG.text1")
  ' then the "/wait" argument inside the onisplit_action string is important
  logmessage getvalue("my_new_PPG.int1")
  ' without it the code would continue and might try to read the not existing xml file and produce an error
logmessage getvalue("my_new_PPG.check1")
 
 
{| border=0 cellpadding=0 style="float:right"
| [http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/UserDataBlob.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/UserDataBlob_tn.png]
|}
 
  ' '''[24] UserDataBlob'''
   
   
  ' you can attach data to objects, e.g. new properties for the scene root or Oni Trigger Volumes
  onisplit_location = "F:\Program Files (x86)\Oni\Edition\install"
  ' the so-called "UserDataBlob" can't be saved in *.dae, so save the whole scene to keep your progress
  input_folder = """..\GameDataFolder\level19_Final\ONLVcompound.oni"""
  output_folder = """..\GameDataFolder"""
' check if my property exist
  onisplit_action = "cmd /C start /wait OniSplit.exe -extract:xml " & output_folder & " " & input_folder
  found_my_prop = 0
  logmessage "relative path: " & onisplit_action
  set oProps = ActiveProject.ActiveScene.Root
  ' expected logmessage:
  logmessage "root name: " & ActiveProject.ActiveScene.Root
' INFO : relative path: cmd /C start OniSplit.exe -extract:xml "..\GameDataFolder" "..\GameDataFolder\level19_Final\ONLVcompound.oni"
  for each prop in oProps.Properties
XSIUtils.LaunchProcess onisplit_action, 1, onisplit_location
' remove apostroph in line beneath to log all root properties
  'LogMessage prop.Name
if instr(1, prop.Name, "my_prop") = 1 then
found_my_prop = 1
end if
next
   
   
' prop doesn't exist, create it
if found_my_prop = 0 then
' create property (must also have content, in this case "yes")
oProps.AddProperty( "UserDataBlob", , "my_prop" ).value = "yes"
logmessage "created my new prop"
end if
   
   
  ' prop exists, change/read its value
  ' absolute path
if found_my_prop = 1 then
' change property
oProps.Properties( "my_prop" ).value = "no"
   
   
' read property
'adapt paths so it works on your computer
logmessage oProps.Properties( "my_prop" ).value
onisplit_location = "F:\Program Files (x86)\Oni\Edition\install"
' if you want to read a property from another script be sure that it was already created
input_folder = """F:\Program Files (x86)\Oni\Edition\GameDataFolder\level19_Final\ONLVcompound.oni"""
' reuse code under "check if my property exist"
output_folder = """F:\Program Files (x86)\Oni\Edition\GameDataFolder"""
  end if
onisplit_action = "cmd /C start /wait OniSplit.exe -extract:xml " & output_folder & " " & input_folder
 
logmessage "absolute path: " & onisplit_action
 
' expected logmessage:
  ' '''[25] getting the position of points (with selection mode point)'''
' <small>INFO : absolute path: cmd /C start OniSplit.exe -extract:xml "F:\Program Files (x86)\Oni\Edition\GameDataFolder" "F:\Program Files (x86)\Oni\Edition\GameDataFolder\level19_Final\ONLVcompound.oni"</small>
  XSIUtils.LaunchProcess onisplit_action, 1, onisplit_location
  ' you can also lunch bat files
   
   
  ' a point must be selected
  onibat = "cmd /C start run_wind.bat"
' gets xyz position of first selected point of the first selected object
  onilocation = "F:\Program Files (x86)\Oni\Edition"
logmessage Selection(0).SubComponent.ComponentCollection(0).position.x
  XSIUtils.LaunchProcess onibat, 0, onilocation
  logmessage Selection(0).SubComponent.ComponentCollection(0).position.y
  logmessage Selection(0).SubComponent.ComponentCollection(0).position.z


 
  ' alternative to cmd: call onisplit via winmgmts
  ' '''[26] getting the position of points (with selection mode object)'''
   
   
  ' an object must be selected
  ' slightly modified code from [https://devblogs.microsoft.com/scripting/how-can-i-start-a-process-and-then-wait-for-the-process-to-end-before-terminating-the-script/ that site]
  ' gets xyz position of point 0 of the first selected object
' ''logmessage "onisplit finished."'' will be executed after the conversion finished, there should be also an delay of 3 seconds to support very slow computers
  logmessage selection(0).activeprimitive.geometry.Points(0).Position.x
  ' if you are going to use this method consider to extent the code to check if input file and output directory exist
  logmessage selection(0).activeprimitive.geometry.Points(0).Position.y
  osp_loca = "C:\OniAE\Edition\install\OniSplit.exe"
  logmessage selection(0).activeprimitive.geometry.Points(0).Position.z
osp_action = "-extract:xml"
 
  osp_output = """C:\OniAE\Edition\GameDataFolder"""
 
  osp_input = """C:\OniAE\Edition\GameDataFolder\level1_Final\AKEVEnvWarehouse.oni"""
  ' '''[27] getting and setting the position of points (without selection) right after object creation'''
osp_total = osp_loca & " " & osp_action & " " & osp_output & " " & osp_input
  logmessage osp_total
   
   
  ' point positions are relative to the object's center
  strComputer = "."
  ' to get the absolute point positions add center to point
  Set objWMIService = GetObject("winmgmts:\\" & strComputer & "\root\cimv2:Win32_Process")
  ' to set the absolute point positions subtract center from point
  objWMIService.Create osp_total, null, null, intProcessID
Set objWMIService = GetObject("winmgmts:\\" & strComputer & "\root\cimv2")
   
   
  set oRoot = application.activeproject.activescene.root
  ' wait 3 second to find event - should be enough time for single actions on a slow computer
  set oObj = oRoot.addgeometry( "Cube", "MeshSurface", "test" )
  Set colMonitoredProcesses = objWMIService.ExecNotificationQuery _
    ("Select * From __InstanceDeletionEvent Within 3 Where TargetInstance ISA 'Win32_Process'")
   
   
  ' to test our code move center to somewhere else
  Do Until i = 1
  Translate oObj, 9, 11, 13, siRelative, siGlobal, siCtr, siXYZ, , , , , , , , , , 0
    Set objLatestProcess = colMonitoredProcesses.NextEvent
  SaveKey oObj & ".kine.local.posx," & oObj & ".kine.local.posy," & oObj & ".kine.local.posz", 1, , , , True
    If objLatestProcess.TargetInstance.ProcessID = intProcessID Then
        i = 1
    End If
  Loop
  logmessage "onisplit finished."
' now you can work with the extracted xml file
 
 
[[Image:XSI_Mod_Tool_PPG.png|thumb]]
 
' '''[23] building a form (PPG)'''
   
   
  FreezeObj oObj
  dim oPSet, oPPGLayout, oItem, PPG_exist
set oGeometry = oObj.activeprimitive.geometry
aPositions = oGeometry.Points.PositionArray
' get old position
'                                        (xyz, point)
logmessage "old point 0 posx: " & aPositions(0, 0) + GetValue(oObj & ".kine.global.posx")
logmessage "old point 0 posy: " & aPositions(1, 0) + GetValue(oObj & ".kine.global.posy")
logmessage "old point 0 posz: " & aPositions(2, 0) + GetValue(oObj & ".kine.global.posz")
   
   
  ' set new position
  ' set check value to 0
aPositions(0, 0) = -7 - GetValue(oObj & ".kine.global.posx")
  PPG_exist = 0
  aPositions(1, 0) = -7 - GetValue(oObj & ".kine.global.posy")
aPositions(2, 0) = -7 - GetValue(oObj & ".kine.global.posz")
   
   
  ' update the array
  ' check if PPG exists
  oGeometry.Points.PositionArray = aPositions
  for each prop in ActiveProject.ActiveScene.Root.Properties
' get new position
logmessage prop.name
logmessage "new point 0 posx: " & aPositions(0, 0) + GetValue(oObj & ".kine.global.posx")
if instr(1, prop.name, "my_new_PPG") > 0 then
logmessage "new point 0 posy: " & aPositions(1, 0) + GetValue(oObj & ".kine.global.posy")
PPG_exist = 1
logmessage "new point 0 posz: " & aPositions(2, 0) + GetValue(oObj & ".kine.global.posz")
logmessage "found " & """" & prop.name & """"
end if
next
   
   
  ' INFO : old point 0 posx: -4
  ' create PPG if it doesn't exist
  ' INFO : old point 0 posy: -4
  if PPG_exist = 0 then
' INFO : old point 0 posz: -4
set oPSet = ActiveSceneRoot.AddProperty("CustomProperty", false, "my_new_PPG")
set oPPGLayout = oPSet.PPGLayout
' INFO : new point 0 posx: -7
' INFO : new point 0 posy: -7
' setup PPG parameters
' INFO : new point 0 posz: -7
' ###################################################################################
 
' create checkbox and remove key symboles by setting parameter "Animatable" to false
 
oPSet.AddParameter3 "Check1", siBool, 0, , , false
' '''[28] getting the scaling, rotation and position of selected objects'''
oPSet.AddParameter3 "Check2", siBool, 0, , , false
oPSet.AddParameter3 "Check3", siBool, 1, , , false
logmessage "mesh name: " & selection(0)
oPSet.AddParameter3 "Check4", siBool, 1, , , false
logmessage selection(0).sclx.value
oPSet.AddParameter3 "text1", siString
logmessage selection(0).scly.value
' last parameter of "int1" is set to ReadOnly
logmessage selection(0).sclz.value
oPSet.AddParameter3 "int1", siInt2, , , , false, 1
logmessage selection(0).rotx.value
oPSet.AddParameter3 "int2", siInt2, , , , false, 0
logmessage selection(0).roty.value
logmessage selection(0).rotz.value
' add PPG items
logmessage selection(0).posx.value
' ###################################################################################
logmessage selection(0).posy.value
oPPGLayout.AddItem "text1", "Hi there!"
logmessage selection(0).posz.value
oPPGLayout.AddItem "int1", "number 1"
 
oPPGLayout.AddItem "int2", "number 2"
 
oPPGLayout.AddGroup "4 checkboxes", true
' '''[29] getting the scaling, rotation, and position of not selected objects'''
oPPGLayout.AddRow
oPPGLayout.AddItem "Check1", "C1"
oPPGLayout.AddItem "Check3", "C3"
oPPGLayout.EndRow
oPPGLayout.AddRow
oPPGLayout.AddItem "Check2", "C2"
oPPGLayout.AddItem "Check4", "C4"
oPPGLayout.EndRow
oPPGLayout.EndGroup
oPPGLayout.AddButton("log_values", "log PPG values").setAttribute siUICX, 120
oPPGLayout.Logic = "sub log_values_OnClicked" & vbCrlf & _
" logmessage ""text 1 = "" & getvalue(""my_new_PPG.text1"")" & vbCrlf & _
" logmessage ""number 1 = "" & getvalue(""my_new_PPG.int1"")" & vbCrlf & _
" logmessage ""C1 = "" & getvalue(""my_new_PPG.Check1"")" & vbCrlf & _
" end sub"
oPPGLayout.Language = "VBScript" 'Optional because this is the default
   
   
' GetValue("NAME.kine.global.rotx")
' open PPG
  ' NAME must be the exact mesh name
InspectObj oPSet
' let's say you want the data of one character's pelvis
  else
logmessage GetValue("pelvis.kine.global.sclx")
' open that PPG if it already exist
logmessage GetValue("pelvis.kine.global.scly")
InspectObj "my_new_PPG"
logmessage GetValue("pelvis.kine.global.sclz")
  end if
  logmessage GetValue("pelvis.kine.global.rotx")
logmessage GetValue("pelvis.kine.global.roty")
logmessage GetValue("pelvis.kine.global.rotz")
logmessage GetValue("pelvis.kine.global.posx")
logmessage GetValue("pelvis.kine.global.posy")
logmessage GetValue("pelvis.kine.global.posz")


 
' set values from outside the PPG
  ' '''[30] decrypting merged integer flags'''
setvalue "my_new_PPG.text1", "any text could stand here"
  setvalue "my_new_PPG.int1", "42"
setvalue "my_new_PPG.check1", true
   
   
  ' for example the [[XML:BINA/OBJC/TRGV|BINACJBOTrigger Volume.xml]] file has flags as strings for the <Flags> tag
  ' get values from outside the PPG
  ' and integer values for the <Teams> tag whereby the values are merged to one value
logmessage getvalue("my_new_PPG.text1")
' so if <Teams> tag holds "101" we have to think what flags it holds, the flags can be broken down with following code
logmessage getvalue("my_new_PPG.int1")
logmessage getvalue("my_new_PPG.check1")
 
 
[[Image:XSI_Mod_Tool_UserDataBlob.png|thumb]]
 
  ' '''[24] UserDataBlob'''
   
   
  ' x: hypothetical value of <Teams>
  ' you can attach data to objects, e.g. new properties for the scene root or Oni Trigger Volumes
x=101
  ' the so-called "UserDataBlob" can't be saved in *.dae, so save the whole scene to keep your progress
  ' 101 = 64 + 32 + 4 + 1
   
   
  x_255
  ' check if my property exist
  sub x_255
found_my_prop = 0
  if x > 255 then
set oProps = ActiveProject.ActiveScene.Root
msgbox "Flags bigger than 255 are not allowed.", ,"error"
logmessage "root name: " & ActiveProject.ActiveScene.Root
  exit sub
  for each prop in oProps.Properties
  ' remove apostroph in line beneath to log all root properties
  'LogMessage prop.Name
if instr(1, prop.Name, "my_prop") = 1 then
  found_my_prop = 1
  end if
  end if
if x >= 128 and x <= 255 then
next
logmessage "128"
x = x - 128
' prop doesn't exist, create it
  end if
if found_my_prop = 0 then
if x >= 64 and x < 128 then
' create property (must also have content, in this case "yes")
logmessage "64"
  oProps.AddProperty( "UserDataBlob", , "my_prop" ).value = "yes"
x = x - 64
  logmessage "created my new prop"
end if
end if
  if x >= 32 and x < 64 then
logmessage "32"
' prop exists, change/read its value
x = x - 32
if found_my_prop = 1 then
end if
  ' change property
if x >= 16 and x < 32 then
  oProps.Properties( "my_prop" ).value = "no"
logmessage "16"
x = x - 16
  ' read property
  end if
  logmessage oProps.Properties( "my_prop" ).value
  if x >= 8 and x < 16 then
  ' if you want to read a property from another script be sure that it was already created
logmessage "8"
  ' reuse code under "check if my property exist"
x = x - 8
end if
  end if
 
  if x >= 4 and x < 8 then
 
logmessage "4"
' '''[25] getting the position of points (with selection mode point)'''
x = x - 4
  end if
' a point must be selected
  if x >= 2 and x < 4 then
' gets xyz position of first selected point of the first selected object
logmessage "2"
logmessage Selection(0).SubComponent.ComponentCollection(0).position.x
x = x - 2
logmessage Selection(0).SubComponent.ComponentCollection(0).position.y
end if
logmessage Selection(0).SubComponent.ComponentCollection(0).position.z
if x = 2 then
 
logmessage "2"
 
x = x - 2
  ' '''[26] getting the position of points (with selection mode object)'''
end if
if x = 1 then
logmessage "1"
x = x - 1
end if
if x = 0 then
logmessage "finished check"
end if
  end sub
   
   
  ' INFO : 64
  ' an object must be selected
  ' INFO : 32
  ' gets xyz position of point 0 of the first selected object
  ' INFO : 4
  logmessage selection(0).activeprimitive.geometry.Points(0).Position.x
  ' INFO : 1
  logmessage selection(0).activeprimitive.geometry.Points(0).Position.y
  ' INFO : finished check
  logmessage selection(0).activeprimitive.geometry.Points(0).Position.z




  ' '''[31] disabling PPG popups'''
  ' '''[27] getting and setting the position of points (without selection) right after object creation'''
   
   
  ' for example if code of a script button creates numerous objects in one go, the same number of property pages (PPG) can appear
  ' point positions are relative to the object's center
  ' for user convenience those PPG popups can be disabled
' to get the absolute point positions add center to point
  ' to set the absolute point positions subtract center from point
   
   
  ' disable PPG popup
  set oRoot = application.activeproject.activescene.root
  Preferences.SetPreferenceValue "Interaction.autoinspect", false
  set oObj = oRoot.addgeometry( "Cube", "MeshSurface", "test" )
   
   
  ' creates the cube mesh but no PPG will show up
  ' to test our code move center to somewhere else
  CreatePrim "Cube", "MeshSurface"
  Translate oObj, 9, 11, 13, siRelative, siGlobal, siCtr, siXYZ, , , , , , , , , , 0
SaveKey oObj & ".kine.local.posx," & oObj & ".kine.local.posy," & oObj & ".kine.local.posz", 1, , , , True
   
   
  ' enable PPG popup again
FreezeObj oObj
  Preferences.SetPreferenceValue "Interaction.autoinspect", true
set oGeometry = oObj.activeprimitive.geometry
 
aPositions = oGeometry.Points.PositionArray
 
  ' get old position
  ' '''[32] disabling logmessages'''
  '                                        (xyz, point)
logmessage "old point 0 posx: " & aPositions(0, 0) + GetValue(oObj & ".kine.global.posx")
logmessage "old point 0 posy: " & aPositions(1, 0) + GetValue(oObj & ".kine.global.posy")
  logmessage "old point 0 posz: " & aPositions(2, 0) + GetValue(oObj & ".kine.global.posz")
   
   
  ' msglogverbos is probably already set to false by default
  ' set new position
  ' could be set at the start of a final script to increase performance
aPositions(0, 0) = -7 - GetValue(oObj & ".kine.global.posx")
  setvalue "preferences.scripting.msglogverbose", false
aPositions(1, 0) = -7 - GetValue(oObj & ".kine.global.posy")
  setvalue "preferences.scripting.msglog", false
aPositions(2, 0) = -7 - GetValue(oObj & ".kine.global.posz")
  ' update the array
oGeometry.Points.PositionArray = aPositions
  ' get new position
logmessage "new point 0 posx: " & aPositions(0, 0) + GetValue(oObj & ".kine.global.posx")
logmessage "new point 0 posy: " & aPositions(1, 0) + GetValue(oObj & ".kine.global.posy")
  logmessage "new point 0 posz: " & aPositions(2, 0) + GetValue(oObj & ".kine.global.posz")
' INFO : old point 0 posx: -4
' INFO : old point 0 posy: -4
' INFO : old point 0 posz: -4
' INFO : new point 0 posx: -7
' INFO : new point 0 posy: -7
' INFO : new point 0 posz: -7




  ' '''[33] getting bounding box values'''
  ' '''[28] getting the scaling, rotation and position of selected objects'''
' this could be useful to create a bounding box for [[OBD_talk:OFGA#XML|OFGA files]]
   
   
  ' let's get the bounding box of a simple cylinder
  logmessage "mesh name: " & selection(0)
' the output values will be absolute positions
  logmessage selection(0).sclx.value
CreatePrim "Cylinder", "MeshSurface"
  logmessage selection(0).scly.value
   
  logmessage selection(0).sclz.value
  dim xmin, ymin, zmin, xmax, ymax, zmax
  logmessage selection(0).rotx.value
  dim list
  logmessage selection(0).roty.value
  'if you use SelectionList the objects will be treated as one single object
  logmessage selection(0).rotz.value
  'set list = GetValue( "SelectionList" )
  logmessage selection(0).posx.value
  set list = GetValue( selection(0) )
  logmessage selection(0).posy.value
  GetBBox list, TRUE, xmin, ymin, zmin, xmax, ymax, zmax
  logmessage selection(0).posz.value
  LogMessage "Lower Bound: " & xmin & " / " & ymin & " / " & zmin
  LogMessage "Upper Bound: " & xmax & " / " & ymax & " / " & zmax
' expected output:
' INFO : Lower Bound: -1 / -2 / -1
' INFO : Upper Bound: 1 / 2 / 1




  ' '''[34] open an explorer window'''
  ' '''[29] getting the scaling, rotation, and position of not selected objects'''
   
   
  ' this could be used open an output folder ...
  ' GetValue("NAME.kine.global.rotx")
  strPath = "[http://support.microsoft.com/kb/152457 explorer.exe /e]," & XSIUtils.ResolvePath("$SI_HOME/")
' NAME must be the exact mesh name
  Set objShell = CreateObject("Wscript.Shell")
' let's say you want the data of one character's pelvis
  objShell.Run strPath
logmessage GetValue("pelvis.kine.global.sclx")
   
  logmessage GetValue("pelvis.kine.global.scly")
  ' to select a generated file inside the folder:
logmessage GetValue("pelvis.kine.global.sclz")
  strPath = "explorer.exe /select," & "C:\folder\test.txt"
  logmessage GetValue("pelvis.kine.global.rotx")
  logmessage GetValue("pelvis.kine.global.roty")
  logmessage GetValue("pelvis.kine.global.rotz")
  logmessage GetValue("pelvis.kine.global.posx")
  logmessage GetValue("pelvis.kine.global.posy")
logmessage GetValue("pelvis.kine.global.posz")




{| border=0 cellpadding=0 style="float: right; padding-top: 10px"
' '''[30] decrypting merged integer flags'''
| SelectNeighborObj obj 5<br>[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XSI_modding/SelectNeighborObj_obj_5.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XSI_modding/SelectNeighborObj_obj_5_tn.png]
|}
' for example the [[XML:BINA/OBJC/TRGV|BINACJBOTrigger Volume.xml]] file has flags as strings for the <Flags> tag
  ' '''[35] working with hierarchies'''
' and integer values for the <Teams> tag whereby the values are merged to one value
  ' so if <Teams> tag holds "101" we have to think what flags it holds, the flags can be broken down with following code
   
   
  ' let's be sure we have an object selected
  ' x: hypothetical value of <Teams>
  if selection.count > 0 and typename(selection(0)) = "X3DObject" then
  x=101
 
' 101 = 64 + 32 + 4 + 1
' the object itself
logmessage selection(0)
' the parent object
logmessage selection(0).parent
' the children
for each n in selection(0).FindChildren( , , , 0 )
logmessage n
next
' the 4the parameter of FindChildren can be set to 0 or 1
' with 0 you get all direct children
' with 1 you get everything located under that object no matter how deep the level
   
   
x_255
sub x_255
if x > 255 then
msgbox "Flags bigger than 255 are not allowed.", ,"error"
exit sub
end if
if x >= 128 and x <= 255 then
logmessage "128"
x = x - 128
end if
if x >= 64 and x < 128 then
logmessage "64"
x = x - 64
end if
if x >= 32 and x < 64 then
logmessage "32"
x = x - 32
end if
if x >= 16 and x < 32 then
logmessage "16"
x = x - 16
end if
if x >= 8 and x < 16 then
logmessage "8"
x = x - 8
end if
if x >= 4 and x < 8 then
logmessage "4"
x = x - 4
end if
if x >= 2 and x < 4 then
logmessage "2"
x = x - 2
end if
if x = 2 then
logmessage "2"
x = x - 2
end if
if x = 1 then
logmessage "1"
x = x - 1
end if
if x = 0 then
logmessage "finished check"
end if
end sub
   
   
' count all objects
' INFO : 64
logmessage "children: " & selection(0).FindChildren( , , , 1).count
' INFO : 32
' caution: if the 3rd parameter is set to siMeshFamily
  ' INFO : 4
' then the selected object will be also counted
  ' INFO : 1
   
  ' INFO : finished check
' find the root object of the hierarchy, any object could be selected
 
SelectNeighborObj selection(0), 4
 
   
  ' '''[31] disabling PPG popups'''
' go through the hierarchy in different directions
' SelectNeighborObj [parameter1], [parameter2], [parameter3], [parameter4]
' options of the second parameters
' 0 go one level up
' 1 go one level down
' 2 go to next silbing
' 3 go to previous silbing
' 4 go to highest level
' 5 go to deepest level of current selected obj
' 5: if there are more than one children, the path goes always for the first (left) child (see image)
   
' select the hierarchy as a whole
SelectObj "left_thigh", "TREE", true
' first parameter could be any object of the hierarchy
' after using this the selection of an Oni character will be "B:pelvis"
else
msgbox "no object was selected"
  end if
 
 
'''[36] drag and drop support for specific oni files'''
 
function XSILoadPlugin( in_reg )
in_reg.Author = ""
in_reg.Name = "Oni drag and drop support"
in_reg.Email = ""
in_reg.URL = ""
in_reg.Major = 1
in_reg.Minor = 0
in_reg.RegisterEvent "support_oni_DnD",siOnDragAndDrop
  'RegistrationInsertionPoint - do not remove this line
   
   
XSILoadPlugin = true
' for example if code of a script button creates numerous objects in one go, the same number of property pages (PPG) can appear
  end function
  ' for user convenience those PPG popups can be disabled
   
   
  function XSIUnloadPlugin( in_reg )
  ' disable PPG popup
dim strPluginName
Preferences.SetPreferenceValue "Interaction.autoinspect", false
strPluginName = in_reg.Name
Application.LogMessage strPluginName & " has been unloaded.",siVerbose
XSIUnloadPlugin = true
end function
   
   
  function support_oni_DnD_OnEvent( in_ctxt )
  ' creates the cube mesh but no PPG will show up
Set objFSO = CreateObject("Scripting.FileSystemObject")
CreatePrim "Cube", "MeshSurface"
   
   
FullFilePath = in_ctxt.GetAttribute("DragSource")
' enable PPG popup again
  FileExt = objFSO.GetExtensionName(FullFilePath)
Preferences.SetPreferenceValue "Interaction.autoinspect", true
FileName = objFSO.GetBaseName(FullFilePath)
 
 
' '''[32] disabling logmessages'''
   
   
  if instr(LCase(FileExt), "oni") = 1 then
' msglogverbos is probably already set to false by default
  in_ctxt.SetAttribute "DragSourceSupported", true
' could be set at the start of a final script to increase performance
 
setvalue "preferences.scripting.msglogverbose", false
  ' next line prevents the code from being repeated
setvalue "preferences.scripting.msglog", false
if in_ctxt.GetAttribute("DragAndDropAction") = 1 then
 
 
' '''[33] getting bounding box values'''
' this could be useful to create a bounding box for [[XML:OFGA|OFGA files]]
   
   
logmessage "What I'm supposed to do with that oni?"
' let's get the bounding box of a simple cylinder
' do more stuff here
' the output values will be absolute positions
' ..................
CreatePrim "Cylinder", "MeshSurface"
' e.g. telling onisplit to extract the oni
   
   
end if
dim xmin, ymin, zmin, xmax, ymax, zmax
end if
dim list
'if you use SelectionList the objects will be treated as one single object
'set list = GetValue( "SelectionList" )
set list = GetValue( selection(0) )
GetBBox list, TRUE, xmin, ymin, zmin, xmax, ymax, zmax
LogMessage "Lower Bound: " & xmin & " / " & ymin & " / " & zmin
LogMessage "Upper Bound: " & xmax & " / " & ymax & " / " & zmax
   
   
support_oni_DnD_OnEvent = true
' expected output:
  end function
' INFO : Lower Bound: -1 / -2 / -1
  ' INFO : Upper Bound: 1 / 2 / 1




' '''[34] open an explorer window'''
' this could be used open an output folder ...
strPath = "[http://web.archive.org/web/20150212074443/http://support.microsoft.com/kb/152457 explorer.exe /e]," & XSIUtils.ResolvePath("$SI_HOME/")
Set objShell = CreateObject("Wscript.Shell")
objShell.Run strPath
' to select a generated file inside the folder:
strPath = "explorer.exe /select," & "C:\folder\test.txt"


'''[37] dae export'''


set oProps = ActiveProject.ActiveScene.Root.Properties
[[Image:XSI_Mod_Tool_SelectNeighborObj_obj_5.png|thumb|SelectNeighborObj obj 5]]
if typename (oProps.find("ExportCrosswalkOptions")) = "Nothing" then
  ' '''[35] working with hierarchies'''
logmessage "Export settings not set"
CreateExportCrosswalkOptions , "ExportCrosswalkOptions"
else
logmessage "Export settings present"
  end if
   
   
  ' sets the extension to dae
  ' let's be sure we have an object selected
SetValue "ExportCrosswalkOptions.Format", 1
  if selection.count > 0 and typename(selection(0)) = "X3DObject" then
' set export path and file name
 
  SetValue "ExportCrosswalkOptions.Filename", CreateObject("WScript.Shell").SpecialFolders("Desktop") & "\export_test.dae"
' the object itself
' selection only
logmessage selection(0)
SetValue "ExportCrosswalkOptions.ExportSelectionOnly", True
' export
ExportCrosswalk "ExportCrosswalkOptions"
  ' the parent object
 
  logmessage selection(0).parent
 
'''[38] fbx export'''
 
FBXExportLights (false)
FBXExportSelection (true)
' mark FBXExport and hit F1 to get more options
FBXExport (CreateObject("WScript.Shell").SpecialFolders("Desktop") & "\export_test.fbx" )
 
 
'''[39] import an image clip only once'''
 
image_path =  "C:\Users\RRM\Desktop\white_512_512.tga"
Set FSO = CreateObject("Scripting.FileSystemObject")
image_clip = FSO.GetBaseName(image_path) & "_" & FSO.GetExtensionName(image_path)
logmessage image_clip
if not typename(ActiveProject.ActiveScene.ImageClips(image_clip)) = "Nothing" then
  logmessage "found image clip"
else
  logmessage "image clip not yet present, going to import ..."
 
 
  SICreateImageClip image_path
 
  ' or as script object:
' the children
  'set oImage = AddImageSource (image_path)
  for each n in selection(0).FindChildren( , , , 0 )
'set oImageClip = AddImageClip (oImage)
logmessage n
end if
next
 
' the 4the parameter of FindChildren can be set to 0 or 1
 
' with 0 you get all direct children
====Script ideas====
' with 1 you get everything located under that object no matter how deep the level
* Mod Tool addon
* character auto-rigger
* character exporter (TRBS/TRMA/TXMP)
' count all objects
 
logmessage "children: " & selection(0).FindChildren( , , , 1).count
The following sections feature some thoughts/code about those ideas.
' caution: if the 3rd parameter is set to siMeshFamily
 
' then the selected object will be also counted
 
=====OniTools addon=====
' find the root object of the hierarchy, any object could be selected
<!--
SelectNeighborObj selection(0), 4
{| border=0 cellpadding=0 style="float: right;"
| exported warehouse TVs<br>[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/TRGV_Oni_to_ModTool.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/TRGV_Oni_to_ModTool_tn.png]
|}-->
' go through the hierarchy in different directions
 
' SelectNeighborObj [parameter1], [parameter2], [parameter3], [parameter4]
Install by drag'n'drop [https://dl.dropboxusercontent.com/u/139715/OniGalore/xsi_OniTools_addon_v3.zip OniTools.xsiaddon] into Mod Tool's viewport.
' options of the second parameters
 
' 0 go one level up
 
' 1 go one level down
'''tips'''
' 2 go to next silbing
* while in point (vertex) mode, creating an powerup/weapon will move it to the selected point
' 3 go to previous silbing
* while in object mode, creating an powerup/weapon will spawn it at 0, 0, 0
' 4 go to highest level
** check the ''point snap'' checkbox, then use move tool [V] with [Control] to move object to desired point
' 5 go to deepest level of current selected obj
 
' 5: if there are more than one children, the path goes always for the first (left) child (see image)
 
'''known issues (all versions)'''
* "(un)hide all" button inverts visibility for all objects individually
' select the hierarchy as a whole
** e.g. if one object is hidden but rest is visible, the button will make it visible and the rest hidden
SelectObj "left_thigh", "TREE", true
' first parameter could be any object of the hierarchy
' after using this the selection of an Oni character will be "B:pelvis"
else
msgbox "no object was selected"
end if




'''version 3'''
'''[36] drag and drop support for specific oni files'''
* weapon manager (plus BINACJBOWeapon'''.oni''' drag'n'drop support)
* disables transparency on weapon textures
* button to access OniXSI resources folder
* fixes glitchy PPGs (manager windows sometimes switched from "locked" to "refresh" mode, etc.)


function XSILoadPlugin( in_reg )
in_reg.Author = ""
in_reg.Name = "Oni drag and drop support"
in_reg.Email = ""
in_reg.URL = ""
in_reg.Major = 1
in_reg.Minor = 0
in_reg.RegisterEvent "support_oni_DnD",siOnDragAndDrop
  'RegistrationInsertionPoint - do not remove this line
XSILoadPlugin = true
end function
function XSIUnloadPlugin( in_reg )
dim strPluginName
strPluginName = in_reg.Name
Application.LogMessage strPluginName & " has been unloaded.",siVerbose
XSIUnloadPlugin = true
end function
function support_oni_DnD_OnEvent( in_ctxt )
Set objFSO = CreateObject("Scripting.FileSystemObject")
FullFilePath = in_ctxt.GetAttribute("DragSource")
  FileExt = objFSO.GetExtensionName(FullFilePath)
FileName = objFSO.GetBaseName(FullFilePath)
  if instr(LCase(FileExt), "oni") = 1 then
  in_ctxt.SetAttribute "DragSourceSupported", true
 
  ' next line prevents the code from being repeated
if in_ctxt.GetAttribute("DragAndDropAction") = 1 then
logmessage "What I'm supposed to do with that oni?"
' do more stuff here
' ..................
' e.g. telling onisplit to extract the oni
end if
end if
support_oni_DnD_OnEvent = true
end function


'''version 2'''
'''Important:'''
* better support for future custom resources (check out the readme files in OniXSU resources folder)
** for example new LSIs can be added at ...\Softimage\Softimage_Mod_Tool_7.5\OniXSI_resources\PowerUps\LSI
 
 
'''version 1'''
* powerups manager (plus BINACJBOPowerUp'''.oni''' drag'n'drop support)
** LSIs gets imported with a placeholder geometry (there's no easy way to detect what actual LSI is used for a level)
** using LSIs from the manager works though (just keep in mind that levels are fixed to one type of LSI)
* drag'n'drop support for OniSplit update
 
 
'''todo list'''
* addon to make easily use of onisplit within Mod Tool [done]
** supports drag and drop of onisplit [done]
* import/export of flag collection
* import/export of patrol path collection
* import/export of weapons collection [done]
* import/export of powerup collection [done]
* [...]
<!--
pushed back
* Trigger volumes: import / add / export
* camera OBAN: DnD import / export
-->
 
 
These points are less certain. Maybe they will be added, maybe not.
* making loops from parts of animations
* copying animation data from one character to another
 
 
=====Selection tracking camera=====
* https://dl.dropbox.com/u/139715/auto_selection_tracking.txt
 
' enable automatic tracking
set_auto_tracking ("yes")
' disable automatic tracking
set_auto_tracking ("no")
 
There could be other buttons to jump to previous/next object grouped under their parent.
SelectNeighborObj , 2
SelectNeighborObj , 3
 
 
=====New camera animations=====
{| border=0 cellpadding=0 style="float: right;"
| last frame of OBANOutroCam02<br>[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/Mod_Tool/camera_OBAN_examination_zpsaf16d39e.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/Mod_Tool/camera_OBAN_examination_tn_zpsc8295474.png]
|}
 
There's already an excel macro available but now I want to build cam anims without excel.
 
The last frame's rotation of level1_Final file OBANOutroCam02 is: -0.0158410165 0.854542 0.0261086561 -0.518483639.


Those quaternions are sorted in X Y Z -W order, so we've to watch out a bit when setting the input for converting them to euler rotations in degrees.
Mod Tool has its own drag and drop event handler for dae and xml file.


If a newly created object (in this case a cube) shall serve as camera placeholder then the X output has to be multiplied by -1 and the Y output has to be reduced by -180. Those changes must repeated again when exporting the object's rotation to xml.
If we succeed in modifying and shipping that new file, we could finally trigger scripts with those files and process them.


'''Update: Sept. 29, 2012'''
The original file can be found at:
logmessage XSIUtils.ResolvePath("$XSI_HOME/") & "Application\DSScripts\Model.vbs"
' C:\Softimage\Softimage_Mod_Tool_7.5\Application\DSScripts\'''Model.vbs'''
A backup of the original file can be found here: '''<nowiki>https://dl.dropboxusercontent.com/u/139715/OniGalore/ModToolScript/Model.vbs</nowiki> (dead link)'''


If camera is a real one then the additional X and Y changes aren't necessary. (Primitive > Camera > ''any should do'')
There are two issues that can be fixed by modifying this file.
* import of xml files created by onisplit
* import of dae and xml files with relative path from a html page


Positions and rotations keyframes can be applied to the camera root object.
Relative file pathes will be transformed to absolute pathes whereby an unwanted "file:///" is added.


A solution to is to transform the path again.


=====Adding multiple textures to level geometry=====
if instr(in_Filename,"file:///") = 1 then
Material and textures are normally stored right under the object. But AKEV geometry can have more than one texture. Here comes polygon clusters in to play.
in_Filename = replace(in_Filename, "file:///", "")
end if


An example:
Following function is always triggered, so we will modify it.
 
sub ImportDotXSIProc( in_Filename, in_Parent )
set oCube = Application.ActiveProject.ActiveScene.Root.AddGeometry("Cube","MeshSurface")
<font style="color:#DD0000">if instr(in_Filename,"file:///") = 1 then
SelectObj "cube", , True
in_Filename = replace(in_Filename, "file:///", "")
SelectGeometryComponents "cube.poly[LAST]"
end if
CreateCluster
Set objFSO = CreateObject("Scripting.FileSystem<Object")
FileExt = objFSO.GetExtensionName(in_Filename)</font>
   
   
AddToCluster "cube.polymsh.cls.Polygon, cube.poly[2-4]"
if application.license = "Avid 3D" then
RemoveFromCluster "cube.polymsh.cls.Polygon, cube.poly[3]"
SIImportDotXSIFile in_Filename, in_Parent
else
Set oFS = CreateObject("Scripting.FileSystemObject")
<font style="color:#DD0000">if oFS.FileExists(in_Filename) = True then
if FileExt = "xml" then
' is this an Oni xml file ?
Set xmlDoc = CreateObject("Microsoft.XMLDOM")
xmlDoc.Async = "False"
xmlDoc.Load(in_Filename)
if xmlDoc.selectNodes("Oni").length > 0 then
logmessage "Oni xml file detected"
read_xml "OFGA", in_Filename
end if
exit sub
end if</font>


The cube has now a polygon cluster. More can be added. Each cluster must get its own material before a texture can be applied to the desired polygons.
The lines in red has been added.


[...]




=====TRBS-fitting TRMA creation=====
'''[37] dae export'''
{| width="100%"
|valign="top"|
With the following code ...
* the objects get listed one after another (TRMA-ready)
* the textures get listed for TRMA and TXMP creation
* the texture sizes get checked to see if "-large" argument is necessary


One more idea is to add support for reflective textures.
set oProps = ActiveProject.ActiveScene.Root.Properties
if typename (oProps.find("ExportCrosswalkOptions")) = "Nothing" then
logmessage "Export settings not set"
CreateExportCrosswalkOptions , "ExportCrosswalkOptions"
else
logmessage "Export settings present"
end if
' sets the extension to dae
SetValue "ExportCrosswalkOptions.Format", 1
' set export path and file name
SetValue "ExportCrosswalkOptions.Filename", CreateObject("WScript.Shell").SpecialFolders("Desktop") & "\export_test.dae"
' selection only
SetValue "ExportCrosswalkOptions.ExportSelectionOnly", True
' export
ExportCrosswalk "ExportCrosswalkOptions"




Current status:
'''[38] fbx export'''
* http://youtu.be/RqSsXTzHTA8
* drag and drop [http://mods.oni2.net/system/files/Oni_Character_Helper_with_onisplit_dnd_updater_wip.zip add-on file] into Mod Tool to install it
* no LOD, no envmap support


|style="float:right"|
FBXExportLights (false)
hexhound hierarchy
FBXExportSelection (true)
' mark FBXExport and hit F1 to get more options
FBXExport (CreateObject("WScript.Shell").SpecialFolders("Desktop") & "\export_test.fbx" )


[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/hexhound_hierarchy_zpsf32e971c.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/hexhound_hierarchy_tn_zpsd82230ce.png]
|}


if selection.count > 0 then
'''[39] import an image clip only once'''
' any part could be selected, let's find the root body part
 
SelectNeighborObj selection(0), 4
image_path =  "C:\Users\RRM\Desktop\white_512_512.tga"
' get all members including the pelvis
set bodyparts = '''selection(0).FindChildren( , , siMeshFamily)'''
Set FSO = CreateObject("Scripting.FileSystemObject")
for each member in bodyparts
image_clip = FSO.GetBaseName(image_path) & "_" & FSO.GetExtensionName(image_path)
logmessage "object name: " & member.name
logmessage image_clip
if not typename(member.Material.CurrentImageClip) = "Nothing" then
logmessage "texture: " & member.Material.CurrentImageClip.source.filename.value
if not typename(ActiveProject.ActiveScene.ImageClips(image_clip)) = "Nothing" then
'logmessage "material: " & member.Material.name
  logmessage "found image clip"
'logmessage "shader: " & member.Material.shaders(0).name
logmessage "X: " & member.Material.CurrentImageClip.source.Parameters("XRes").Value
logmessage "Y: " & member.Material.CurrentImageClip.source.Parameters("YRes").Value
end if
logmessage "----------------------------------------------------------"
next
  logmessage "counted body parts: " & bodyparts.count
  else
  else
  logmessage "no object was selected"
  logmessage "image clip not yet present, going to import ..."
SICreateImageClip image_path
  ' or as script object:
'set oImage = AddImageSource (image_path)
'set oImageClip = AddImageClip (oImage)
  end if
  end if
{{divhide|logmessage examples}}
' INFO  : object name: A
' INFO  : texture: C:\Users\RRM\Desktop\A.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: R
' INFO  : texture: C:\Users\RRM\Desktop\R.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: S
' INFO  : texture: C:\Users\RRM\Desktop\S.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: P
' INFO  : texture: C:\Users\RRM\Desktop\P.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: Q
' INFO  : texture: C:\Users\RRM\Desktop\Q.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: N
' INFO  : texture: C:\Users\RRM\Desktop\N.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: O
' INFO  : texture: C:\Users\RRM\Desktop\O.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: L
' INFO  : texture: C:\Users\RRM\Desktop\L.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: M
' INFO  : texture: C:\Users\RRM\Desktop\M.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: B
' INFO  : texture: C:\Users\RRM\Desktop\B.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: C
' INFO  : texture: C:\Users\RRM\Desktop\C.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: D
' INFO  : texture: C:\Users\RRM\Desktop\D.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: E
' INFO  : texture: C:\Users\RRM\Desktop\E.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: F
' INFO  : texture: C:\Users\RRM\Desktop\F.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: G
' INFO  : texture: C:\Users\RRM\Desktop\G.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: H
' INFO  : texture: C:\Users\RRM\Desktop\H.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: I
' INFO  : texture: C:\Users\RRM\Desktop\I.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: J
' INFO  : texture: C:\Users\RRM\Desktop\J.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : object name: K
' INFO  : texture: C:\Users\RRM\Desktop\K.tga
' INFO  : X: 512
' INFO  : Y: 512
' INFO  : ----------------------------------------------------------
' INFO  : counted body parts: 19
{{divhide|end}}




=====New door animations=====
'''[40] layers'''
Final door animation depends on:
* BINACJBODOOR position and rotation
* OBAN positions and rotations
* ZAxisUp (Does this flag do something else?)


[[Image:ModTool_layers.png|thumb|200px|right|how to access scene layers]]


'''Theory of the (Oni to ModTool) import from scratch:'''
To access scene layers switch from Main Control Panel (MCP) to Keying Panel/Layers (KP/L) and then click "Scene".


* import BINACJBODOOR
After the user became used to layers, they can help to organize work in a scene. This is especially interesting for some scripting tasks like getting TRGV/FURN data for xml files.
* get door classes
* extract M3GM from DOOR, etc.


* import M3GM
' get current layer
* move center to lower bounding box Z
GetCurrentLayer CurrentLayer
* move object to Z = 0
logmessage CurrentLayer
* import OBAN
* apply rotations and positions to object


* create null object
* make null a parent of door object
* rotate null in X = -90 (to make Z axis pointing up)
* add BINACJBODOOR rotation and position to null object


The current version of onisplit (v0.9.68.0) imports the doors from AKEV without animations.
' create a new layer named "FurnLayer" if it doesn't already exist
' make new layer the current layer
if typename(ActiveProject.ActiveScene.Layers("FurnLayer")) = "Nothing" then
SICreateLayer , "FurnLayer", FurnLayer
SetCurrentLayer FurnLayer
else
SetCurrentLayer "Layers.FurnLayer"
end if


Those door have there centers at the lower bounding box Z, got corrected from their ZAxisUp, and have (BINACJBODOOR) rotation and position.


Writing an own combined import would not only take more time, also it wouldn't be so fast and efficient. So, I will go with the existing import but then do some changes on the doors (appling null object, custom properties, etc.)
' get objects in FurnLayer and count objects
' exit sub if there are no objects
SelectMembers "Layers.FurnLayer"
if selection.count = 0 then
MsgBox "No OFGA data found to export.", , "Export canceled"
exit sub
end if


The door objects can be identified by their naming. Each name contains the BINACJBODOOR ID, e.g. <DOOR Id="7294">.
' if there are Furn objects
for each obj in selection
' do something e.g. create xml
next


There could be a loop scanning all objects for those numbers.


' '''[41] onisplit update'''
' this downloads and unzips the last attachment from the [http://mods.oni2.net/node/38 onisplit page]
output_dir = "F:\test\"
' get onisplit link ################################################
set xmlhttp = createobject ("msxml2.xmlhttp.3.0")
xmlhttp.open "get", "http://mods.oni2.net/node/38/index.html", false
xmlhttp.send
<nowiki>webtext = xmlhttp.responseText
webtext = replace(replace(webtext, vbcr,""),vblf,"")
webtext = split(webtext, "<table class=""sticky-enabled""> <thead><tr><th>Attachment</th>" )(1)
webtext = split(webtext, "</td> </tr></tbody></table>") (0)</nowiki>
link_start = instrrev(webtext, "http")
link_end = instrrev(webtext, ".zip"" type") + 4 ' + zip
' mid (text, begin, length)
link = mid(webtext, link_start, link_end - link_start)
logmessage "last link in attachment: " & link
dim xHttp: Set xHttp = createobject("Microsoft.XMLHTTP")
dim bStrm: Set bStrm = createobject("Adodb.Stream")
xHttp.Open "GET", link, False
xHttp.Send
' get file name ###################################################
hdr = xHttp.getResponseHeader("Content-Disposition")
hdr = replace (hdr, "attachment; filename=""", "")
hdr = replace (hdr, """", "")
logmessage hdr
' save file #######################################################
filename = output_dir & hdr
with bStrm
.type = 1 '//binary
.open
.write xHttp.responseBody
.savetofile filename, 2 '//overwrite
end with
' extract file ####################################################
UnzipFile filename, output_dir
Function UnzipFile(ZipFile, ExtractTo)
Set fso = CreateObject("Scripting.FileSystemObject")
If NOT fso.FolderExists(ExtractTo) Then
fso.CreateFolder(ExtractTo)
End If
set objShell = CreateObject("Shell.Application")
set FilesInZip=objShell.NameSpace(ZipFile).items
objShell.NameSpace(ExtractTo).CopyHere(FilesInZip)
Set fso = Nothing
Set objShell = Nothing
End Function


=====Hierarchy builder for characters=====
Based on old knowledge. See [[Mod_Tool#exchange_of_meshes_in_hierarchies|HERE]] for an easy manual way to change the meshes in hierarchies.


' '''[42] get vertex color'''
set oGeometry = selection(0).activeprimitive.geometry
set oTriangles = oGeometry.Triangles
for each oTriangle in oTriangles
    logmessage oTriangle.Name
    for each oVertex in oTriangle.Points
        set oColor = oVertex.Color
        logmessage vbTab & "RGBA(" & _
          oColor.red & "," & _
          oColor.green & "," & _
          oColor.blue & "," & _
          oColor.alpha & ")"
    next
next




'''(old notes in the following)'''
' '''[43] get all used textures'''
DeleteAllUnusedMaterials
DeleteUnusedImageClips
'DeleteUnusedImageSources
for each i in Application.ActiveProject.ActiveScene.ExternalFiles
if i.filetype = "Pictures" then
logmessage i
end if
next


{| border=0 cellpadding=0 style="float: right;"
| hierarchy breaker beta<br>[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/hierarchy_breaker_beta.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/hierarchy_breaker_beta_tn.png]
|}


(Automatic rigging.) Maybe null objects could stand for the centers of body parts. Then one click and the real centers gets positioned. The [[User:Paradox-01/for_WIP_pages#Mod_Tool:_putting_a_character_together_while_preserving_body_part_positions|rotations are known]] and the names would lead to the correct hierarchy.
' ''' [44] get global point position'''
set oObj = selection(0)
set oTrans = oObj.Kinematics.Local.Transform
set oPoint0 = oObj.ActivePrimitive.Geometry.Points(0)
set oPoint7 = oObj.ActivePrimitive.Geometry.Points(7)
set oPos0 = oPoint0.Position
set oPos7 = oPoint7.Position
' scaling must be frozen to 1 before we can calculate the size from local values
ResetTransform selection(0), siCtr, siScl, siXYZ
logmessage "local p0: "& oPos0.X & " " & oPos0.Y & " " & oPos0.Z
set oGlobalPos0 = XSIMath.MapObjectPositionToWorldSpace( oTrans, oPos0)
logmessage "global p0: "& oGlobalPos0.X & " " & oGlobalPos0.Y & " " & oGlobalPos0.Z
logmessage "local p7: "& oPos7.X & " " & oPos7.Y & " " & oPos7.Z
set oGlobalPos7 = XSIMath.MapObjectPositionToWorldSpace( oTrans, oPos7)
logmessage "global p7: "& oGlobalPos7.X & " " & oGlobalPos7.Y & " " & oGlobalPos7.Z
 
logmessage "size: " & oPos7.X - oPos0.X & " " & _
oPos7.Y - oPos0.Y & " " & _
oPos7.Z - oPos0.Z
' with a rotation of: -3,8792 16,4039 -13,5017
' INFO : local p0: -4 -4 -4
' INFO : local p7: 4 4 4
' INFO : global p0: -5,74764582364017 -3,00250371537919 -2,43916767056426 ' TRGV start point
' INFO : global p7: 5,74764582364017 3,00250371537919 2,43916767056426
' INFO : size: 8 8 8


In order to make edits there is also a need of destroying the hierarchy again while preserving the rotation and position of the meshes.


===Interactive Creative Environment (ICE)===
* [[wikipedia:Autodesk_Softimage#ICE_Interactive_Creative_Environment|ICE]]


code pieces
'''tutorials:'''
* https://www.youtube.com/watch?v=ioMQ2rBVO4g
* http://dot3d.blogspot.com/2009/10/softimage-ice-tree-building-step-by.html
* [https://www.si-community.com/community/viewtopic.php?f=41&t=1707 an ICE tutorial thread]
* [https://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/ICE_trees_DebuggingICETrees.htm,topicNumber=d30e269791 ICE trees Debugging]
* <nowiki>https://support.solidangle.com/display/SItoAUG/ICE</nowiki> (dead link)


==Wanted knowledge==
* How to set up particles in Mod Tool? We still need an Oni particle editor!
* How to rig models and then extract the animation data?
* How to make complex new UV maps?


hierarchy breaker
[[Category:Modding tutorials]][[Category:Outdated modding tools]][[Category:Windows-only modding tools]]
* [https://dl.dropbox.com/u/139715/OniGalore/ModToolScript/hierarchy_breaker_beta.txt hierarchy_breaker_beta.txt] (works only with strict correct names)
 
 
hierarchy builder
* [https://dl.dropbox.com/u/139715/OniGalore/ModToolScript/delete_keyframes.txt delete_keyframes.txt] (deletes keys, saves and reloads character)
* [...]
 
 
'''Keyframe affects hierarchy building'''
 
situation: "cube" and "cube1" were created
 
* case 1:
** apply 45° y rotation to cube
** make cube1 a child of cube
** cube1 will not inherit the 45°
 
* case 2:
** apply 45° y rotation to cube
** make rotation keyframe for cube1
** make cube1 a child of cube
** cube1 inherit the 45°
 
* case 3:
** apply 45° y rotation to cube
** make rotation keyframe for cube1
** remove that keyframe again
** make cube1 a child of cube
** cube1 inherit the 45°
 
* case 4:
** apply 45° y rotation to cube
** make rotation keyframe for cube1
** remove that keyframe again
** save both cube to a dae file
** make new scene and load dae
** make cube1 a child of cube
** cube1 will not inherit the 45°
 
Case 1 might be a bug (case 4 is a variant of it) but it simplify the hierarchy creation.
 
 
While doing those test you can observe red letters next to the meshes in the Schematic window.
: A means the presence of keyframes. Removing the keyframe doesn't remove the A. Object must be saved and reloaded.
: D means that mesh center was changed by rotation or translation (center mode) or by clicking Transform > Freeze(...). D can be removed by clicking the normal Freeze button. Yea, whatever...
: C can be seen next to camera objects, present when Camera_Interest is horizontal attached to it.
 
[[Category:Windows-only modding tools]]
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edits