Walker Skeletons

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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Fluffy_the_ic
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Walker Skeletons

Post by Fluffy_the_ic »

Well, I just realized that everyone says it's impossible to make new walkers, but I see them pretty much every time I play, such as the AT-XT and the Dwarf Spider Walker, and so I keep noticing that they use the same anims as other stock walkers, so they obviously use their skeletons. How do you get the stock walkers' skeletons into XSI?
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DarthD.U.C.K.
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Re: Walker Skeletons

Post by DarthD.U.C.K. »

with unwrap 3d
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Fluffy_the_ic
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Re: Walker Skeletons

Post by Fluffy_the_ic »

Do I need teh full version or not?
EDIT: Nvm, I guess I don't. So how would I get the bones into XSI by doing this?
EDIT 2: Okeydokey, then. I guess I need the full version of it. This can be locked, I guess.
Last edited by Fluffy_the_ic on Fri Feb 20, 2009 7:10 pm, edited 1 time in total.
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DarthD.U.C.K.
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Re: Walker Skeletons

Post by DarthD.U.C.K. »

you need the full version
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minilogoguy18
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Re: Walker Skeletons

Post by minilogoguy18 »

if you can import a skeleton and re-export it then why cant you make your own? its the same thing, you guys just must not be making them right.
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Re: Walker Skeletons

Post by AceMastermind »

Just to clarify, Fluffy_the_ic wants to import a stock skeleton so he can use existing stock animations.
Re-creating a skeleton from scratch for the sole purpose of using stock animations is a waste of time, it's more efficient to just import it since the bones are already positioned, named, and set in the correct hierarchy.
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minilogoguy18
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Re: Walker Skeletons

Post by minilogoguy18 »

what i meant was why couldnt someone make a skeleton and animation set for something that any other skeleton doesnt fit?
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