While the custom processor in the sample doesn’t require the textures in the imported FBX file the FBX importer that is used to import the FBX file does require that it can find all texture paths.
The first thing I would check is that you are opening the rig or animation files correctly in Softimage. If you just click the file or select file open you are most likely not opening the file correctly and it will not find the textures. When you open the file does the character appear to be fully textured or only a solid color? If it only appears solid please read the “readme.htm” file in the root directory of the animation rig or animations download.
Thanks for the reply. The character is not a solid color, but rather has black hair, colored sneakers, etc. I'm not sure if that is what you mean by "fully textured" (I don't see eyes, mouth, etc.)
I am pretty sure that I had followed the directions as outlined in that file when opening the rig... but just to make sure I was going to make a new project and start over. Unfortunately it won't let me make a project in the directory now (it says cannot create a project in a project or some such) and it also won't let me delete the old project (just gives me a generic "cannot delete project" message). This is extremely frustrating. I deleted the entire Animation Rig directory and it still gives me the same message. I'm going to wipe SoftImage and reinstall it.
If the character appears to be fully textured in Softimage then that means you texture paths are getting messed up somewhere else along the line. When you export the FBX file please use the same setting that are shown in the documentation. Please note the doc describes a specific location that needs to be selected to save your file to. This makes sure that the paths in the final FBX file end up correct.
If none of these work for you then you can try to export the FBX as ascii format and uncheck embed textures. This will allow you to view where the model thinks the textures should be. You can manually fix up the paths in the file. I would highly discourage this since it requires you fixing many texture paths for each file.
Please let me know if that helps.
I had been sure to save it in the location specified as per the .htm file:
"Navigate to the directory where the animation .exp file is located.
This is important to ensure that the texture paths in the FBX file
In my case this was was the same directory as where the original avatar rig was saved.
Anyway, I set it up to export as ASCII. I'm not sure if I was looking in the right spot, but under one of the textures that couldn't be found there was a path property:
C:\Documents and Settings\Solomon\My Documents\XNA\Avatar Animation Rig - Softimage Mod Tool\Pictures\Head_SkinFeaturesColorMap.tga
I checked and that exact path/file exists.
I tried opening the kick scene from the custom animations pack (though this one I did not make a new project for... I used the same project as the Rig) and when exporting I got the exact same warnings.