Very annoying crash during MSH Export...

Started by i2Bros, September 15, 2016, 02:37:53 PM

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September 15, 2016, 02:37:53 PM Last Edit: September 16, 2016, 08:00:00 AM by i2Bros
When I start my msh export this message appears and the process suddenly stops working


What can I do?  :'( :'( :'(
"Come on, you apes! Do you wanna live forever?"
- Lieutenant Rasczak speaking to the Roughnecks troopers

Are you trying to rig and animate a soldier character of some sort?If so i have a tutorial for this purpose made by Sereja.I can upload it tomorrow for you and give you link.Everyting there is explained and there are also pictures+example scene file to watch. :)  Do you want them?

And one side question.Do you atleast know how to properly export a simple prop model into msh?

September 15, 2016, 11:12:13 PM #2 Last Edit: September 15, 2016, 11:52:39 PM by i2Bros
Quote from: Ginev on September 15, 2016, 03:18:07 PM
Are you trying to rig and animate a soldier character of some sort?If so i have a tutorial for this purpose made by Sereja.I can upload it tomorrow for you and give you link.Everyting there is explained and there are also pictures+example scene file to watch. :)  Do you want them?

And one side question.Do you atleast know how to properly export a simple prop model into msh?

I'm following a tutorial step by step. Aldo this crash happens with everything even with pre-exported weapons mshs  :shrug:

Btw I'd like to check this tutorial.  ;)
"Come on, you apes! Do you wanna live forever?"
- Lieutenant Rasczak speaking to the Roughnecks troopers

It seems like you have incorrect destination coordinates in your ZETools navigation panel. You just send your trooper to nowhere. The destination coordinates should looks like this:
C:\Softimage\Softimage_Mod_Tool_7.5\Addons\ModTool_Database\Models\1.msh
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

September 16, 2016, 05:25:54 AM #4 Last Edit: September 16, 2016, 05:30:05 AM by i2Bros
Quote from: Sereja on September 16, 2016, 04:19:05 AM
It seems like you have incorrect destination coordinates in your ZETools navigation panel. You just send your trooper to nowhere. The destination coordinates should looks like this:
C:\Softimage\Softimage_Mod_Tool_7.5\Addons\ModTool_Database\Models\1.msh

I'll try as soon as possible, thank you!

EDIT: I copy-pasted the directory and this is the result in the clipboard
[spoiler]Last 15 log lines:


   INFO (842, do_export): .msh file path: C:\Softimage\Softimage_Mod_Tool_7.5\Addons\ModTool_Database\Models\1.msh
   INFO (851, do_export): Processing material "_1Shirt".
   INFO (857, do_export): Finished processing.
   INFO (851, do_export): Processing material "Scene_Material".
   INFO (857, do_export): Finished processing.
   INFO (851, do_export): Processing material "AnakinSkywalkerHead_XSIPOLYCLS_anakinskywalkerhead".
   INFO (857, do_export): Finished processing.
   INFO (851, do_export): Processing material "AnakinSkywalkerBody_XSIPOLYCLS_anakinskywalkerbody".
   INFO (857, do_export): Finished processing.
   INFO (870, do_export): Processing model "DummyRoot".
   INFO (873, do_export): Finished processing.
   INFO (870, do_export): Processing model "override_texture".
   INFO (593, convert): Is geometry.
   INFO (253, get_vertices): Processed 4664 vertices.
   INFO (354, get_faces): Processed 1548 faces.


Traceback:


   Traceback (most recent call last):
     File "<Script Block >", line 35, in exportbutton_OnClicked
     File "C:\Users\Salvatore\Autodesk\Softimage_Mod_Tool_7.5\Application\Core\andezetexport.py", line 832, in export
       self.do_export()
     File "C:\Users\Salvatore\Autodesk\Softimage_Mod_Tool_7.5\Application\Core\andezetexport.py", line 872, in do_export
       self.msh.models.add(conv.convert())
     File "C:\Users\Salvatore\Autodesk\Softimage_Mod_Tool_7.5\Application\Core\andezetexport.py", line 595, in convert
       self.msh2_model.segments = self.get_segments()
     File "C:\Users\Salvatore\Autodesk\Softimage_Mod_Tool_7.5\Application\Core\andezetexport.py", line 397, in get_segments
       poly_mat_indices = self.export.xsi.CGA_GetPolyIndicesPerMaterial(self.geo)
     File "C:\Python26\lib\site-packages\win32comext\axscript\client\pyscript.py", line 105, in __getattr__
       return getattr(self._scriptItem_.dispatchContainer,attr)
     File "C:\Python26\lib\site-packages\win32com\client\dynamic.py", line 516, in __getattr__
       raise AttributeError("%s.%s" % (self._username_, attr))
   AttributeError: Application.CGA_GetPolyIndicesPerMaterial
   [/spoiler]
"Come on, you apes! Do you wanna live forever?"
- Lieutenant Rasczak speaking to the Roughnecks troopers

Well, those abracadabra tells me nothing, because such text lines is for programmers only. So what actually happens: did you get "red line" error, or when you check the Models folder, you didn't found there your 1.msh model? Did you try to export something simple for testing, like a cube or sphere?
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

red line error and yes I tried, I have even tried to export pre-exported mshs.
"Come on, you apes! Do you wanna live forever?"
- Lieutenant Rasczak speaking to the Roughnecks troopers

It's weird... :confused:
Make sure you install all of the support staff: python, pywin32,  Visual C++
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

Listen to what Sereja is saying.He know best.He helped me too.So do you have python, pywin32,  Visual C++ installed too?

Yes, you must very carefully follow the directions.  Watch my youtube video.  You can not skip any steps.
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

September 16, 2016, 12:12:11 PM #10 Last Edit: September 17, 2016, 02:45:10 AM by i2Bros
Quote from: Ginev on September 16, 2016, 11:53:43 AM
Listen to what Sereja is saying.He know best.He helped me too.So do you have python, pywin32,  Visual C++ installed too?

I installed each of them  :(

EDIT: The last time I downloaded the last version/ update as .zip and I unzipped it in the Addons folder as the instructions say. Then I tried with the tar.gz, but nothing changed. It keeps saying I installed the 1.3.0022 when I'm sure I installed the latest version on the top of the page as .zip

EDIT2:
FINALLY I SOLVED IT!
I've just installed the Tools from scratch and it worked! Thanks to all of you! You earned a place in  my mod final credits!
:cheer: :cheer: :cheer: :cheer: :cheer: :cheer: :cheer: :cheer: :cheer: :cheer: :cheer: :cheer:


But there are new obstacles: [spoiler][/spoiler]
- I have to set materials properly.
- I have to get rid of the clone.
I'm confident I'll make it even trough this ;)
"Come on, you apes! Do you wanna live forever?"
- Lieutenant Rasczak speaking to the Roughnecks troopers

Looks like you dont have your tga textures in your folder with this model also i am seeing that your lowrez version model of the trooper is inside the high rez main model.In XSI before export you can click on the lowrez model and then press H to hide it.So when you export he wont be visible.

Quote from: Ginev on October 01, 2016, 12:30:16 AM
Looks like you dont have your tga textures in your folder with this model also i am seeing that your lowrez version model of the trooper is inside the high rez main model.In XSI before export you can click on the lowrez model and then press H to hide it.So when you export he wont be visible.
Sadly the texture won't appear in XSI too so i still cant figure out how do I apply materials in ze tools
"Come on, you apes! Do you wanna live forever?"
- Lieutenant Rasczak speaking to the Roughnecks troopers

Quote from: Ginev on September 15, 2016, 03:18:07 PM
Are you trying to rig and animate a soldier character of some sort?If so i have a tutorial for this purpose made by Sereja.I can upload it tomorrow for you and give you link.Everyting there is explained and there are also pictures+example scene file to watch. :)  Do you want them?

And one side question.Do you atleast know how to properly export a simple prop model into msh?

By any chance can you send me this tut? I'm really interested  :D