Page 1 of 1

Making a vehicle with a turret

Posted: Wed Apr 15, 2009 4:25 pm
by Fiodis
How do you make a vehicle with a turret? It seems strange there's no tutorial for this. There's a turrets tutorial. There isn't a vehicle tutorial, though, either.... Eh.

I've made a submarine model, and five turrets on the outside, now I want the gunners to be able to use them.

What should my hierarchy look like for a single turret? Should I have a msh.option? The turrets tutorial calls for one with a "keep aimer_x aimer_y" parameter in it, but when I opened up the shipped AAT msh.option it only talked about bumps.


Also, I use XSI Modtool 6, but I didn't put XSI in the title because, well, you could only do nulls with XSI, right? So it's not like someone's gonna think this is for Sketchup or Anim8or or Blender or anything....but correct me if I'm wrong. I'm not entirely sure about the disabilities of the other various modelling programs.

Re: Making a vehicle with a turret

Posted: Wed Apr 15, 2009 4:53 pm
by FragMe!
The principle is the same. If you don't want to envelope because the version of xsi you are using just make sure the turret bits are separate meshes and are a child of the aimer null etc and that all the aimer nulls are children of the main body mesh.

And yes you still need a mesh option regardless of which way you do it and it would be like

-keep listof all the aimers etc

have a look at the atte.msh.option

Re: Making a vehicle with a turret

Posted: Wed Apr 15, 2009 6:07 pm
by Fiodis
Ah, just did that, saw a whole long list of aimers. But now, a question: why isn't there a keep parameter in the AAT's msh.option?

Re: Making a vehicle with a turret

Posted: Wed Apr 15, 2009 7:50 pm
by FragMe!
Robots cheat, beyond that I can't say. I did look at the msh in Unwrap3D and I can tell from looking it the aat model is enveloped to the aimer nulls (as opposed to separate turret bits) Still it can't or won't hurt anything by making a .option file.