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adamzeliasz
Posts: 6
Joined: 23 Jan 2007
Location: Chicago
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Posted: Tue Jan 23, 2007 9:28 am Post subject: Softimage XSI Plugin |
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Anyone have time to code a plugin for XSI version 5.11 and 6?
Thanks,
Adam
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twocust
Posts: 77
Joined: 25 Feb 2006
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Posted: Tue Jan 23, 2007 8:53 pm Post subject: |
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I'd love to see something like this too!
(janimatic...you a member here?)
cheers.
twocust
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elemmanuel
Posts: 1
Joined: 29 Jan 2007
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Posted: Mon Jan 29, 2007 8:00 am Post subject: |
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it will be the best. i 'm runing a studio with 100+ people here, and we are XSI based. it will be a very good thing to have a plugins develove for XSI and headus.
headus make uv almost fun. GREAT JOB!
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Squid
Posts: 15
Joined: 05 Feb 2007
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Posted: Mon Feb 05, 2007 3:04 am Post subject: |
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Sounds like fun.
Just waiting for my beta key and the coffee to brew
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Mon Feb 05, 2007 6:09 pm Post subject: |
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I know nothing about XSI, but if anyone wants to write a plugin, I'm here if you want to ask questions about the UVLayout end of the deal. I can also make changes to UVLayout if required.
Phil
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Squid
Posts: 15
Joined: 05 Feb 2007
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Posted: Tue Feb 06, 2007 8:36 am Post subject: |
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There's really nothing i can ask you yet as all my problems are specific to xsi so far
. there's no way i've found (yet) to monitor folders internally, So i'm having to create an external form (in .Net) and sneaking a FileSystemWatcher event inside..not the best soloution but it'll do for now.
getting info from and to UvLayout was incredibly simple using jscript and the windows scripting host (xsi supports most com languages, and most .net ones in v6), nice simple command line swtches, congrats on that score
XSI supports something called a Custom Display Host. basically, giving all the hwind hooks of your app to xsi. it then runs and messages inside a panel (window). but that is something you would have to sort out as you'd (obviously) need to build a version to run as a cdh plugin.
A CDH plugin version of uvlayout would be fantastic and, possibly good exposure for your app as, well, basically you'd be the first to use the bloody thing in a commercial venture
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Locke
Posts: 18
Joined: 31 Jan 2006
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Posted: Tue Feb 06, 2007 10:02 am Post subject: |
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Wow, Squid. If you manage to put this baby into a CDH and somebody manages to get it to work with .xsi format, poor Phil is going to be swamped with orders.
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Squid
Posts: 15
Joined: 05 Feb 2007
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Posted: Tue Feb 06, 2007 11:15 am Post subject: |
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I can't do the cdh stuff as you pretty much need the source but i do agree with the idea that it'll increase awareness and possibly orders (xsi users are still in the minority).
What with Soft and EA getting into bed together recently, it does seem like the right time too
plug in is all but done by the way, i'm just working on a way for foundation users (ie, me at home) to transfer the uv's back onto the relevant mesh.(no Gator in fnd)
There's nothing difficult about getting it to work with the .xsi format either...but that can wait (until Phil gets the hint and makes a true cdh version and i can go back to making mushy mudbox sculpts )
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Locke
Posts: 18
Joined: 31 Jan 2006
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Posted: Tue Feb 06, 2007 11:49 am Post subject: |
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Yeah, GATOR for getting those UVs transferred from the finished UVLayout mesh and every other program using .OBJ was definitely a factor in my upgrading to Essentials.
Anyway, we all look forward to installing it.
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Tue Feb 06, 2007 6:02 pm Post subject: |
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Squid wrote: | ... until Phil gets the hint and makes a true cdh version ... |
I got the hint thanks :-) I just had a look at some CDH docs, and my situation is sort of more complicated because UVLayout is 2 windows with its own detachable floating GUI elements etc. I'd probably have to wrap all of that into a single window to get it to work with CDH, so don't hold your breath in this one.
But then again, if EA came to me and wanted a pile of licenses on condition it ran under CDH, I could probably make time for it ;-) They already have a number of licenses at different sites, so when you get this plugin up and running, I'll let them know.
Phil
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Squid
Posts: 15
Joined: 05 Feb 2007
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Posted: Tue Feb 06, 2007 7:51 pm Post subject: |
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I'm just putting the finishing touches to it now. i sort of got bogged down writing my own obj loader as i was absoloutly positive that XSI hated your obj exports...turns out i XSI expects full uv data or it just craps out (i was only dropping part of the mesh to uv space, saving, testing etc)
ah well, lesson learned
I'll attach the addon file here when it's done. it's not going to be tonight though as it's 3:45 am and i have to go to work at 8
I did wonder how you'd cope with multiple windows myself but, as you say, a boat load of cash from EA would definately make the problems that bit easier to deal with
congrats on the app too. i just realised i was unwrapping a simple humanoid mesh (4,000 poly) without even thinking about it...took all of 5 mins work.
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Tue Feb 06, 2007 8:18 pm Post subject: |
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Squid wrote: | ...turns out i XSI expects full uv data or it just craps out |
UVLayout has a preference, added in v1.16, that should fix that I think ...
- No Unset UVs on Save preference : normally only flattened polys
will be saved with UVs. Enabling this preference will force
UVLayout to assign a planar projection to any unflattened polys
when the mesh is saved out to OBJ files.
Quote: | it's not going to be tonight though as it's 3:45 am |
No rush! Go get some sleep.
Phil
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twocust
Posts: 77
Joined: 25 Feb 2006
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Posted: Tue Feb 06, 2007 8:49 pm Post subject: |
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I'm excited to try this out...good work, Squid!
cheers.
twocust
(P.S. never had any import problems with XSI and headus' .obj's...but
I've never tried to import partial UV-d .obj's either)
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Squid
Posts: 15
Joined: 05 Feb 2007
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Posted: Wed Feb 07, 2007 6:04 am Post subject: |
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Thanks for the heads up on the preferences Phil, much appreciated.
Beta version is attached.
There are some problems with it, mainly :
after you have installed the addon, you will have to reBoot xsi to
see the preferences (file->Preferences->Custom->UVLayout.
You will need to set your uvlayout home directory there. i'd leave the other options at thier defaults.
You will also always need something selected to use the top menu bar (shortcuts bypass this behavious though)
TODO list : write my own attribute transfer.
without gator, you are pretty much limited to replacing your mesh with the spankingly uv'ed one. no big deal really but slightly annoying.
the obj export import settings are just ones i found worked well, if you have any problems with it, let me know please.
Docs and stuff are for wimps Wink
Enjoy and thanks again to Phil/headus for such a cool tool.
Smile
ps. i'm on xsi6 fnd, if someone can test it for me on 5x i'd be most appreciative.
/edit
i'll also make a vid after my afternoon nap..age, it's a cruel bugger
edit by headus: If the object being copied across to UVLayout seems to reload multiple times, install v1.16.12. See http://www.headus.com/phpbb/viewtopic.php?p=1448#1448 for details.
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twocust
Posts: 77
Joined: 25 Feb 2006
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Posted: Sun Feb 11, 2007 8:44 am Post subject: |
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Squid,
Great job on this! With v1.16.12beta (thanks Phil!) I was able to make
XSI and UVLayout play nice! (...and I only got restricted from soup once!)
Thank you for enhancing my workflow.
twocust
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