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View Full Version : UV issues on PSK export (6.5)


photex
04-08-2008, 10:38 AM
Hello folks,

As the thread title says I'm having problems getting UVs out of XSI and into Unreal. They work for static meshes, and they work when I import from Collada, but when I do a psk export I can't seem to get it worked out. I don't know what the requirements are so I'd love to hear any suggestions.
In the case of Collada I'd be happy to use it, but animations that I've exported to the psa file no longer work.


Here is the PSK log:
--------------------------------------------
Unreal skeletal exporter for SOFTIMAGE|XSI - Model information for [AirWhale.psk]

Skin faces: 4000
Skin vertices: 2008
Skin wedges (vertices with unique U,V): 2008
Total bone-to-vertex linkups: 5670
Reference bones: 13
Unique materials: 1

= materials =
* Index: [ 0] name: Scene_Material
- Skin Index: 0
- render mode flags:


BONE LIST [13] total bones in reference skeleton.
number name (parent)
[ 0 ] [Head_Root] ( 0 )
[ 1 ] [Head] ( 0 )
[ 2 ] [Jaw_01] ( 1 )
[ 3 ] [Jaw_02] ( 2 )
[ 4 ] [Jaw_03] ( 3 )
[ 5 ] [Spine_01] ( 0 )
[ 6 ] [Spine_02] ( 5 )
[ 7 ] [Tail_01] ( 6 )
[ 8 ] [Tail_02] ( 7 )
[ 9 ] [RightFin_01] ( 0 )
[ 10 ] [RightFin_02] ( 9 )
[ 11 ] [LeftFin_01] ( 0 )
[ 12 ] [LeftFin_02] ( 11 )
--------------------------------------------------------------

I've attached some images (description from left):
1) What I see after importing the ASE version of the mesh
2) What I see after importing the PSK version of the mesh
3) Both items placed into a test map with my material applied. The ASE version looks correct, and the PSK is pitch black.


I'm using the 64-bit version of XSI. Should I try the 32-bit version?


Thanks.

photex
04-08-2008, 01:49 PM
well no sooner asked then solved!

The problem was that I didn't have a material assigned to the object that made use of the UVs. I had no idea that was a requirement.
Things appear to be a go now. :)

jentzenmooney
04-12-2008, 01:36 PM
well no sooner asked then solved!

The problem was that I didn't have a material assigned to the object that made use of the UVs. I had no idea that was a requirement.
Things appear to be a go now. :)

I am glad to hear you got things sorted out! keep posting!
/J