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<!-- keeping track of pages -->
{{update|This article contains links to the now defunct Oni Central Forum. Sections: Selected Wisdom}}
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;"
{| class="wikitable" style="float:right;"
|width="150px"|
|width="200px"|
;sub pages
;sub pages
: [[Mod_Tool/Scripting]]
: [[Mod_Tool/Scripting]]
: [[Mod_Tool/Rigging]]
: [[Mod_Tool/Rigging]]
: [[Mod_Tool/OniTools_addon]]
: [[Mod_Tool/Oni_level_rebuilder]]
|}
|}


==Installation==
Full name: "Autodesk Softimage Mod Tool". Usually we just call it "Mod Tool" or "XSI", the old name of the program.


==General information==
'''Download'''
Full name: [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).
* '''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.


Beside the free version, there's also the retail and student version "Autodesk Softimage [year]"
'''Newer Windows installations usually require .NET 2.0 to be installed before the XSI installer can fully run.'''
: Those versions are also available as 64-bit versions.
: Downloading and installing .Net 2.0 manually from the internet might not work.
: If you are a student you can get Autodesk Software for free if your school is a partner of Autodesk.
: '''Therefore use the Windows search and look for "features".''' (Enable/disable Windows features.)
:: In that case you can register with your email address given by your school.
: From the Windows feature page install '''".NET framework 3.5 (includes .NET 2.0 and 3.0)"'''.


But in the very most cases "Mod Tool" is enough to modify Oni.
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.


There's also the possibility to get files that extent Mod Tool's range of functions.
===Extensions===
: Those are scripts (.vbs, .js), toolbars (.xsitb) and addons (.xsiaddon).
: They can be created on one's own and also shared with other users.
 
 
'''Wanted knowledge:'''
* How to setup particle 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?
 
 
==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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Things to test:
Things to test:
* http://vimeo.com/67783125
* 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 )




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Open the animation mixer with [Alt]+[0].
Open the animation mixer with [Alt]+[0].


Further information over [http://softimage.wiki.softimage.com/xsidocs/nla_mixer.htm#Rdw10200 HERE.]
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:
Here are a few videos:
* '''http://www.youtube.com/watch?v=-xC31Q7zpM0'''
* '''https://www.youtube.com/watch?v=-xC31Q7zpM0'''
* http://www.youtube.com/watch?v=njLrAIpDOFU
* https://www.youtube.com/watch?v=njLrAIpDOFU
* http://www.youtube.com/watch?v=PRDZaEo5CGo
* https://www.youtube.com/watch?v=PRDZaEo5CGo




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Within the animation mixer also sounds can be added.
Within the animation mixer also sounds can be added.


Further information over [http://softimage.wiki.softimage.com/xsidocs/audio_LoadingAudioFilesintheAnimationMixer.htm#Rdy36984 HERE.]
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.
This could be used to synchronize sounds effect with physical actions in the scene.
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'''Links'''
'''Links'''
* [http://softimage.wiki.softimage.com/index.php?title=Scripting_Tips_and_Tricks_%28XSISDK%29 xsi wiki page about scripting]
* [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://softimage.wiki.softimage.com/sdkdocs/scriptsdb/scriptsdb/scrdb_vbscript.htm many vbscript examples]'''
* '''[http://web.archive.org/web/20170616035120/http://softimage.wiki.softimage.com/sdkdocs/scriptsdb/scriptsdb/scrdb_vbscript.htm many vbscript examples]'''
* '''[http://ss64.com/vb/ vbs commands]'''
* '''[https://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")
* [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")
* [http://activexperts.com/activmonitor/windowsmanagement/adminscripts/other/textfiles/ objFSO/objWSHShell: Scripts to manage Text Files]
* [https://web.archive.org/web/20150504221146/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://web.archive.org/web/20080905102848/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 ?)-->]
* [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]-->
<!--* [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]-->


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* The commands are not case-sensitive, e.g. you can write "LogMessage" or "logmessage".
* The commands are not case-sensitive, e.g. you can write "LogMessage" or "logmessage".
* Vbs functions can be found [http://www.w3schools.com/vbscript/vbscript_ref_functions.asp HERE.]
* Vbs functions can be found [https://web.archive.org/web/20150707131602/https://www.w3schools.com/vbscript/vbscript_ref_functions.asp HERE.]


  ' while it is possible to use + in strings,
  ' while it is possible to use + in strings,
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: ToggleSelection "grid2,grid3"
: 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>
|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:
|Selects everything that matches the filter and other options. Example:
: SelectAllUsingFilter "object", siCheckComponentVisibility  
: SelectAllUsingFilter "object", siCheckComponentVisibility  
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| Makes all changes final. But saving those changes is still necessary. (Click on key symbol so it gets red.)
| 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>
| [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>
| see link
| 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>
| [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>
| see link
| see link
|}
|}
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  ' '''[8] message box'''
  ' '''[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"
  [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"




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  ' '''[13] reading out environment variables'''
  ' '''[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)]
  ' 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:
  ' 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
  ' 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
  ' 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: [https://dl.dropbox.com/u/139715/OniGalore/ModToolScript/Oni_env_vars.txt Oni_env_vars.txt])
  ' 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:
  ' code for reading out:
  logmessage XSIUtils.ResolvePath("$SI_HOME/")
  logmessage XSIUtils.ResolvePath("$SI_HOME/")
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     logmessage "created folder " & strDirectory
     logmessage "created folder " & strDirectory
  End If
  End If
' ### or simply:
dir = "C:\test"
XSIUtils.EnsureFolderExists (dir)




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  ' alternative to cmd: call onisplit via winmgmts
  ' alternative to cmd: call onisplit via winmgmts
   
   
  ' 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]
  ' 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]
  ' ''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 "onisplit finished."'' will be executed after the conversion finished, there should be also an delay of 3 seconds to support very slow computers  
  ' if you are going to use this method consider to extent the code to check if input file and output directory exist
  ' if you are going to use this method consider to extent the code to check if input file and output directory exist
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{| border=0 cellpadding=0 style="float:right"
[[Image:XSI_Mod_Tool_PPG.png|thumb]]
| [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)'''
  ' '''[23] building a form (PPG)'''
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{| border=0 cellpadding=0 style="float:right"
[[Image:XSI_Mod_Tool_UserDataBlob.png|thumb]]
| [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'''
  ' '''[24] UserDataBlob'''
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  ' '''[33] getting bounding box values'''
  ' '''[33] getting bounding box values'''
   
   
  ' this could be useful to create a bounding box for [[OBD_talk:OFGA#XML|OFGA files]]
  ' this could be useful to create a bounding box for [[XML:OFGA|OFGA files]]
   
   
  ' let's get the bounding box of a simple cylinder
  ' let's get the bounding box of a simple cylinder
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  ' this could be used open an output folder ...
  ' this could be used open an output folder ...
  strPath = "[http://support.microsoft.com/kb/152457 explorer.exe /e]," & XSIUtils.ResolvePath("$SI_HOME/")
  strPath = "[http://web.archive.org/web/20150212074443/http://support.microsoft.com/kb/152457 explorer.exe /e]," & XSIUtils.ResolvePath("$SI_HOME/")
  Set objShell = CreateObject("Wscript.Shell")
  Set objShell = CreateObject("Wscript.Shell")
  objShell.Run strPath
  objShell.Run strPath
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{| border=0 cellpadding=0 style="float: right; padding-top: 10px"
[[Image:XSI_Mod_Tool_SelectNeighborObj_obj_5.png|thumb|SelectNeighborObj obj 5]]
| 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]
|}
  ' '''[35] working with hierarchies'''  
  ' '''[35] working with hierarchies'''  
   
   
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  logmessage XSIUtils.ResolvePath("$XSI_HOME/") & "Application\DSScripts\Model.vbs"
  logmessage XSIUtils.ResolvePath("$XSI_HOME/") & "Application\DSScripts\Model.vbs"
  ' C:\Softimage\Softimage_Mod_Tool_7.5\Application\DSScripts\'''Model.vbs'''
  ' C:\Softimage\Softimage_Mod_Tool_7.5\Application\DSScripts\'''Model.vbs'''
A backup of the original file can be found '''[https://dl.dropboxusercontent.com/u/139715/OniGalore/ModToolScript/Model.vbs here.]'''
A backup of the original file can be found here: '''<nowiki>https://dl.dropboxusercontent.com/u/139715/OniGalore/ModToolScript/Model.vbs</nowiki> (dead link)'''


There are two issues that can be fixed by modifying this file.
There are two issues that can be fixed by modifying this file.
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====Script ideas====
===Interactive Creative Environment (ICE)===
* Animated referencer
* [[wikipedia:Autodesk_Softimage#ICE_Interactive_Creative_Environment|ICE]]
* Mod Tool addon
* [[Mod_Tool/Oni_level_rebuilder|Oni level rebuilder]]
* character auto-rigger
* character exporter (TRBS/TRMA/TXMP)


'''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)


=====Animated reference=====
==Wanted knowledge==
Every step on the timeline triggers an event, namely siOnTimeChangeEvent.
* 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?
It could be used to exchange an the image of an object.
* How to make complex new UV maps?
 
This could be either good for an animated textures (BINA3RAPd*.oni) or for an animated reference for TRAM creation.
 
'''Strategy:'''
* Making a folder named "Animated_Ref".
* Drag and drop the folder into Mod Tool.
* A grid becomes created on a new layer "Animated_Ref". Selection disabled.
* Mod Tool gets then the first image and looks for the pixels.
* Based on that pixels the grids becomes deformed to match the image's proportions.
* Then this "Animated_Ref" grid should be ready for usage.
 
 
=====OniTools addon=====
Install by drag'n'drop '''[https://dl.dropboxusercontent.com/u/139715/OniGalore/xsi_OniTools_addon_7.1.2.zip OniTools.xsiaddon]''' into Mod Tool's viewport.
 
[http://youtu.be/2_3xo8-31-U Demo vid.]
 
 
'''tips'''
* while in point (vertex) mode, creating a flag/powerup/TV/weapon will move it to the selected point
* while in object mode, creating a flag/powerup/TV/weapon will spawn it at 0, 0, 0
** check the ''point snap'' checkbox, then use move tool [V] with [Control] to move object to desired point
 
 
'''version roadmap'''
{| border=0 cellpadding=0 style="float: right;"
| [https://dl.dropboxusercontent.com/u/139715/OniGalore/display_flag_id_via_ICE.jpg https://dl.dropboxusercontent.com/u/139715/OniGalore/display_flag_id_via_ICE_tn.jpg]<br>flag id displayed via ICE
|}
* v7.1.7 TRGV: change to layer system + auto-update properties
* v7.1.8 FLAG: exchange tex/UV-based id display with ICE-based id display (better performance)
* v7.1.9 CRSA: support master xml file + load corpses from xml to Mod Tool (?)
 
* v7.? turrets: basic import/export
* v7.? furniture: advanced import (OFGA*.xml / BINACJBOFurniture.xml) & export (OFGA*.xml/.oni as new class, BINACJBOFurniture.xml)
* v7.? turrets: advanced import/export
* ...
* v8 final Oni Object Library
* ...
* v10 starting Oni level rebuilder ?
 
 
'''known issues of v7.1'''
* FURN particle not yet supported by export
* not compatible with OBJ drag and drop plug-in (it appears to be taken down anyway)
 
 
'''known issues of v4-v7'''
* manager windows sometime don't ''update'' what results in another opened instance
* slow flag import, I will probably make the flag numbering (textures) optional in a later version (then turned off by default)
* broken weapon depot update function (temporary solution: delete depot and add all dae file to folder)
 
 
'''version 7.1.1 - 7.1.6'''
* bug fix: TRGV writing/reading
* CRSA (corpse array) import
* scaling support for TRGV
* print absolute position and rotation of selected objects
* print relative position and rotation of selected objects
* furniture library (alpha)
* basic OFGA import / FURN export
 
 
'''version 7'''
* a "character export (TRAM)" button (select one bodypart and hit the button, it will select the tree automatically)
* the code includes the "Make Rotation Keys Continuous"
* the addon will change your save file settings (to framerate 60 fps)
: one person can send a new *.exp file and the other person can make a *.dae from it
: old *.exp (that were created based on a 30 fps setting) needs to be [[#Animating|scaled down]] by a factor of 2
* currently removed the features made in version 6 (hopefully we will not need that any longer)
 
 
'''version 6'''
<!--[[Image:xsi_addon_repair_character_rotation.png|thumb|200px|right|repair rotation flips]]-->
* repair major character rotation flips (beta)
** select a body part and set keyframe range and flip amount
** fine-tune problematic zones by hand
 
 
'''version 5'''
* pathfinding manager (alpha: ghosts can be created on edges)
* trigger volume manager (plus BINACJBOTrigger Volume'''.oni''' drag'n'drop support)
* bugfix: flag xml code
 
 
'''version 4'''
* flag manager (plus BINACJBOFlag'''.oni''' drag'n'drop support)
* "(un)hide" button works now properly
 
 
'''version 3'''
* 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.)
 
 
'''version 2'''
* better support for future custom resources (check out the readme files in OniXSI 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 [done]
* import/export of patrol path collection
* import/export of powerup collection [done]
* import/export of trigger volumes [done]
* import/export of weapons collection [done]
* semi-automatic BNV and ghost creation
* easy use of marker_textures
* [...]
<!--
pushed back
* 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
 
 
=====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.
 
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.
 
'''Update: Sept. 29, 2012'''
 
If camera is a real one then the additional X and Y changes aren't necessary. (Primitive > Camera > ''any should do'')
 
Positions and rotations keyframes can be applied to the camera root object.
 
 
=====Adding multiple textures to level geometry=====
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.
 
An example:
 
set oCube = Application.ActiveProject.ActiveScene.Root.AddGeometry("Cube","MeshSurface")
SelectObj "cube", , True
SelectGeometryComponents "cube.poly[LAST]"
CreateCluster
AddToCluster "cube.polymsh.cls.Polygon, cube.poly[2-4]"
RemoveFromCluster "cube.polymsh.cls.Polygon, cube.poly[3]"
 
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.
 
[...]
 
 
=====TRBS-fitting TRMA creation=====
{| 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.
 
 
Current status:
* 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"|
hexhound hierarchy
 
[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
' any part could be selected, let's find the root body part
SelectNeighborObj selection(0), 4
' get all members including the pelvis
set bodyparts = '''selection(0).FindChildren( , , siMeshFamily)'''
for each member in bodyparts
logmessage "object name: " & member.name
if not typename(member.Material.CurrentImageClip) = "Nothing" then
logmessage "texture: " & member.Material.CurrentImageClip.source.filename.value
'logmessage "material: " & member.Material.name
'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
logmessage "no object was selected"
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}}
 
 
===Interactive Creative Environment (ICE)===
* [[wikipedia:Autodesk_Softimage#ICE_Interactive_Creative_Environment|ICE]]
 
'''tutorials:'''
* http://www.youtube.com/watch?v=ioMQ2rBVO4g
* http://dot3d.blogspot.de/2009/10/softimage-ice-tree-building-step-by.html
* [http://www.si-community.com/community/viewtopic.php?f=41&t=1707 an ICE tutorial thread]
* [http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/ICE_trees_DebuggingICETrees.htm,topicNumber=d30e269791 ICE trees Debugging]
* https://support.solidangle.com/display/SItoAUG/ICE
 


[[Category:Windows-only modding tools]]
[[Category:Modding tutorials]][[Category:Outdated modding tools]][[Category:Windows-only modding tools]]
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