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xsizetools's Issues

SWBF meshes's shadowvolumes break on import

So it has been known for a little while by the community but I don't think it was ever reported properly.

Whenever you try to import a model from Swbf using the latest build of ZETools the shadow volume breaks and is imported as a null (or not imported at all in some instances).
It happen with most Swbf 2 models shipped in the assets, same for models from Swbf 1.

Here's a google-drive link to a couple of example props from BFBuilder: https://drive.google.com/file/d/1nv43bkPRjuXr8FpwH8qR3Y7m1pnwv5Zm/view?usp=sharing

On the interesting side of things, bes1_bldg_main01.msh - shadowvolume1 (for the interior) properly imports as a mesh, though the other shadowvolume (for the building itself, shadowvolume_shadow_) is still broken. This case is rather rare, it's one of the only swbf mesh to have at least one working shadowvolume.

The static shadow volumes used are special segments in the mesh similarly to collision primitives. ZETools doesn't handle them (ZETools has no issue importing shadow volumes from character models, whether it'd be from Swbf or Swbf 2).

Basically no Swbf 1/Swbf 2 model has ever imported properly with shadow volumes intact unless it's the "sv_ type" which doesn't get a special segment type in the .msh.

Hope this help

Cloth Import

Empty string in deformers list creates problems.

Traceback error?

I get this error when I try to export something. It is most likely my install or the model, since this error occurred with three versions of ZEtools. Also no textures show up, just the material. Any insight to what the problem is will be appreciated. Thanks in advance.

`
Last 15 log lines:

INFO (908, do_export): Starting export at 2016-12-08 10:43:51.193000.
INFO (909, do_export): .msh file path: C:\Users\tab328\Desktop\testing_cube.msh
INFO (920, do_export): Processing material "Material_001".
INFO (926, do_export): Finished processing.
INFO (920, do_export): Processing material "None".
INFO (926, do_export): Finished processing.
INFO (33, __exit__): Materials in 0s 165000ms.
INFO (941, do_export): Processing model "null".
INFO (33, __exit__): Model in 0s 72000ms.
INFO (945, do_export): Finished processing.
INFO (941, do_export): Processing model "Cube".
INFO (654, convert): Is geometry.
INFO (33, __exit__): Segments in 0s 2000ms.
INFO (33, __exit__): Model in 0s 69000ms.
INFO (33, __exit__): Models in 0s 146000ms.

Traceback:

Traceback (most recent call last):
  File "<Script Block >", line 28, in exportbutton_OnClicked
  File "C:\Users\tab328\Autodesk\Softimage_Mod_Tool_7.5\Addons\xsizetools-1.3.0033\Application\Core\zetexport.py", line 899, in export
    self.do_export()
  File "C:\Users\tab328\Autodesk\Softimage_Mod_Tool_7.5\Addons\xsizetools-1.3.0033\Application\Core\zetexport.py", line 944, in do_export
    self.msh.models.add(conv.convert())
  File "C:\Users\tab328\Autodesk\Softimage_Mod_Tool_7.5\Addons\xsizetools-1.3.0033\Application\Core\zetexport.py", line 657, in convert
    self.msh2_model.segments = self.get_segments()
  File "C:\Users\tab328\Autodesk\Softimage_Mod_Tool_7.5\Addons\xsizetools-1.3.0033\Application\Core\zetexport.py", line 433, in get_segments
    geometry = self.process_geometry()
  File "C:\Users\tab328\Autodesk\Softimage_Mod_Tool_7.5\Addons\xsizetools-1.3.0033\Application\Core\zetexport.py", line 405, in process_geometry
    seg.vertices = self.get_vertices()
  File "C:\Users\tab328\Autodesk\Softimage_Mod_Tool_7.5\Addons\xsizetools-1.3.0033\Application\Core\zetexport.py", line 250, in get_vertices
    vert_pos_list = self.export.xsi.CGA_GetNodeVertexPositions(self.geo, True)
  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_GetNodeVertexPositions
`

converting code to Blender

I am wondering if it would be possible to convert the code from your addon to blender as it uses python

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