Although Rhino exported meshes aregreat, i dunno why XSI's aren't...please can anybody give me the correct specs to write embedded meshes into .xml scenes?
What's the normal vector should refer to? Vertex-based or triangle-based?
What's the tri-index should refer to? Vertex-based or normal-based?
Could someone post here a scene with a simple cone (not many tris please)?
Any feedback appreciated.
Embedded Mesh - SCENE FORMAT
a simple cube
hope it's usefull, greets zuegs

Code: Select all
<!-- Cube -->
<mesh>
<name>Cube</name>
<embedded>
<expose_uv_set>
<index>0</index>
<name>uv</name>
</expose_uv_set>
<vertex pos="1.0 1.0 -1.0" normal="0.0 0.0 -1.0" uv0="0.25 0.50"/>
<vertex pos="1.0 -1.0 -1.0" normal="0.0 0.0 -1.0" uv0="0.25 0.25"/>
<vertex pos="-1.0 -1.0 -1.0" normal="0.0 0.0 -1.0" uv0="0.50 0.25"/>
<vertex pos="-1.0 1.0 -1.0" normal="0.0 0.0 -1.0" uv0="0.50 0.50"/>
<vertex pos="1.0 1.0 1.0" normal="0.0 0.0 1.0" uv0="0.25 0.75"/>
<vertex pos="-1.0 1.0 1.0" normal="0.0 0.0 1.0" uv0="0.50 0.75"/>
<vertex pos="-1.0 -1.0 1.0" normal="0.0 0.0 1.0" uv0="0.50 1.00"/>
<vertex pos="1.0 -1.0 1.0" normal="0.0 0.0 1.0" uv0="0.25 1.00"/>
<vertex pos="1.0 1.0 -1.0" normal="1.0 0.0 0.0" uv0="0.00 0.75"/>
<vertex pos="1.0 1.0 1.0" normal="1.0 0.0 0.0" uv0="0.25 0.75"/>
<vertex pos="1.0 -1.0 1.0" normal="1.0 0.0 0.0" uv0="0.25 1.00"/>
<vertex pos="1.0 -1.0 -1.0" normal="1.0 0.0 0.0" uv0="0.00 1.00"/>
<vertex pos="1.0 -1.0 -1.0" normal="0.0 -1.0 0.0" uv0="0.25 0.25"/>
<vertex pos="1.0 -1.0 1.0" normal="0.0 -1.0 0.0" uv0="0.25 -0.00"/>
<vertex pos="-1.0 -1.0 1.0" normal="0.0 -1.0 0.0" uv0="0.50 -0.00"/>
<vertex pos="-1.0 -1.0 -1.0" normal="0.0 -1.0 0.0" uv0="0.50 0.25"/>
<vertex pos="-1.0 -1.0 -1.0" normal="-1.0 0.0 0.0" uv0="0.75 1.00"/>
<vertex pos="-1.0 -1.0 1.0" normal="-1.0 0.0 0.0" uv0="0.50 1.00"/>
<vertex pos="-1.0 1.0 1.0" normal="-1.0 0.0 0.0" uv0="0.50 0.75"/>
<vertex pos="-1.0 1.0 -1.0" normal="-1.0 0.0 0.0" uv0="0.75 0.75"/>
<vertex pos="1.0 1.0 1.0" normal="0.0 1.0 0.0" uv0="0.25 0.75"/>
<vertex pos="1.0 1.0 -1.0" normal="0.0 1.0 0.0" uv0="0.25 0.50"/>
<vertex pos="-1.0 1.0 -1.0" normal="0.0 1.0 0.0" uv0="0.50 0.50"/>
<vertex pos="-1.0 1.0 1.0" normal="0.0 1.0 0.0" uv0="0.50 0.75"/>
<triangle_set>
<material_name>Material</material_name>
<tri>0 1 2</tri>
<tri>2 3 0</tri>
<tri>4 5 6</tri>
<tri>6 7 4</tri>
<tri>8 9 10</tri>
<tri>10 11 8</tri>
<tri>12 13 14</tri>
<tri>14 15 12</tri>
<tri>16 17 18</tri>
<tri>18 19 16</tri>
<tri>20 21 22</tri>
<tri>22 23 20</tri>
</triangle_set>
</embedded>
</mesh>
[EDIT] this one is correct now 
yeah, a cone is more difficult. In Blender, to get a correct smoothed cone, u have to create a cylinder and shrink the top... here a 8subdiv cone:

yeah, a cone is more difficult. In Blender, to get a correct smoothed cone, u have to create a cylinder and shrink the top... here a 8subdiv cone:
Code: Select all
<mesh>
<name>Cylinder.001</name>
<embedded>
<expose_uv_set>
<index>0</index>
<name>uv</name>
</expose_uv_set>
<vertex pos="0.707107 0.707107 -1.000000" normal="0.632435 0.632435 0.447188"/>
<vertex pos="0.000000 0.000000 1.000000" normal="0.632435 0.632435 0.447188"/>
<vertex pos="0.000000 0.000000 1.000000" normal="0.894406 0.000000 0.447188"/>
<vertex pos="1.000000 -0.000000 -1.000000" normal="0.894406 0.000000 0.447188"/>
<vertex pos="0.000000 0.000000 1.000000" normal="0.632435 -0.632435 0.447188"/>
<vertex pos="0.707107 -0.707107 -1.000000" normal="0.632435 -0.632435 0.447188"/>
<vertex pos="0.000000 0.000000 1.000000" normal="0.000000 -0.894406 0.447188"/>
<vertex pos="-0.000000 -1.000000 -1.000000" normal="0.000000 -0.894406 0.447188"/>
<vertex pos="0.000000 0.000000 1.000000" normal="-0.632435 -0.632435 0.447188"/>
<vertex pos="-0.707107 -0.707107 -1.000000" normal="-0.632435 -0.632435 0.447188"/>
<vertex pos="0.000000 0.000000 1.000000" normal="-0.894406 0.000000 0.447188"/>
<vertex pos="-1.000000 0.000000 -1.000000" normal="-0.894406 0.000000 0.447188"/>
<vertex pos="0.000000 0.000000 1.000000" normal="-0.632435 0.632435 0.447188"/>
<vertex pos="-0.707107 0.707107 -1.000000" normal="-0.632435 0.632435 0.447188"/>
<vertex pos="0.000000 0.000000 1.000000" normal="0.000000 0.894406 0.447188"/>
<vertex pos="-0.000000 1.000000 -1.000000" normal="0.000000 0.894406 0.447188"/>
<vertex pos="0.000000 0.000000 -1.000000" normal="0.000000 0.000000 -1.000000"/>
<vertex pos="-0.000000 1.000000 -1.000000" normal="0.000000 0.000000 -1.000000"/>
<vertex pos="0.707107 0.707107 -1.000000" normal="0.000000 0.000000 -1.000000"/>
<vertex pos="-0.707107 0.707107 -1.000000" normal="0.000000 0.000000 -1.000000"/>
<vertex pos="-1.000000 0.000000 -1.000000" normal="0.000000 0.000000 -1.000000"/>
<vertex pos="-0.707107 -0.707107 -1.000000" normal="0.000000 0.000000 -1.000000"/>
<vertex pos="-0.000000 -1.000000 -1.000000" normal="0.000000 0.000000 -1.000000"/>
<vertex pos="0.707107 -0.707107 -1.000000" normal="0.000000 0.000000 -1.000000"/>
<vertex pos="1.000000 -0.000000 -1.000000" normal="0.000000 0.000000 -1.000000"/>
<triangle_set>
<material_name>Default</material_name>
<tri>0 1 2</tri>
<tri>2 3 0</tri>
<tri>3 2 4</tri>
<tri>4 5 3</tri>
<tri>5 4 6</tri>
<tri>6 7 5</tri>
<tri>7 6 8</tri>
<tri>8 9 7</tri>
<tri>9 8 10</tri>
<tri>10 11 9</tri>
<tri>11 10 12</tri>
<tri>12 13 11</tri>
<tri>13 12 14</tri>
<tri>14 15 13</tri>
<tri>1 0 15</tri>
<tri>15 14 1</tri>
<tri>16 17 18</tri>
<tri>16 19 17</tri>
<tri>16 20 19</tri>
<tri>16 21 20</tri>
<tri>16 22 21</tri>
<tri>16 23 22</tri>
<tri>16 24 23</tri>
<tri>16 18 24</tri>
</triangle_set>
</embedded>
</mesh>
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