Page 2 of 3
Posted: Wed Oct 04, 2006 9:59 am
by RevanSithLord
You heard the man! LOL
Posted: Wed Oct 04, 2006 11:06 am
by Bobafett16
nice job on that model man, pretty impressive.
Posted: Sat Oct 21, 2006 12:33 am
by DooFi
err... model and tex are finished so far.. now i just have probs with preparing it in XSI^^ How can I seperate objects consisting of several meshes which do NOT share verts? Should be possible, shouldnt it?!
aaw, i'm a n00b xD
Posted: Sat Oct 21, 2006 12:48 am
by Kyross
Yes.
Posted: Sat Oct 21, 2006 1:01 am
by DooFi
Posted: Sat Oct 21, 2006 1:50 am
by Kyross
Oh sorry, didn't realize there was a second page and was answering yes to the oold question about being able to use multiple textures. Funny how my reply came up after another question...One which I can't quite understand. Try rewording it?
Posted: Sat Oct 21, 2006 2:14 am
by JabbaLovesLava
Yea I don't really get it either. You want to separate objects consisting of separate models that aren't sharing vertexes (sp)? Doesn't make sense to me.
Posted: Sat Oct 21, 2006 8:43 am
by t551
Do you mean as in turrets, DooFi? If so, the way they are handled on vehicles is by being wighted to yaw and pitch bones. NEver done it though, so I'm afraid I can't be much more help than that.
Posted: Sat Oct 21, 2006 12:50 pm
by DooFi

as you see all turrets are one object, but it consists of meshes, which are not connected, so i thought it should be easy to 'ungroup' them. I want to make it as shown
here
Posted: Sat Oct 21, 2006 1:19 pm
by JabbaLovesLava
I guess you could just duplicate the model and delete different parts in each duplicate.
Posted: Sat Oct 21, 2006 1:22 pm
by Kyross
Sounds like what you mean is something to do with the hierarchy...Just guessing by what little I can understand from you, the tutorial on the site it, and the complete lack of nulls on your picture it sonds like wha you want to know aout is sorting the objects(separating them when they don't share polies) by going to model > Primitive > Null. It creates a green star that you can drag and drop meshes into on the explorerwindow. it doesn't get rid of the, just makes them a child of that null,which you can move around and rotate and it will affect all objects within it. You wll also need the nulls for the vehicle to shoot and to decide where the people inside go.
Then again, it's all in the tutorial.
Posted: Sat Oct 21, 2006 2:00 pm
by DooFi
no its not xD Before i create the nulls, I need the turret as single objects. Now all 7 turrets are 1 object, but since they have to move seperately i need at least seven objects. infact i need 12 lol.
For example the rear-turrets:

I need one object per color. Imagine that everything is purple right now xD
Posted: Sat Oct 21, 2006 2:18 pm
by t551
I'm pretty sure that you can have the entire model as one mesh and just weight the vertices of each differnt color in your above picture to a separate bone, the bases to the four different yaw bones, and the barrels to four different pitch bones, each of which will be a child of the respective yaw bone.
Posted: Sat Oct 21, 2006 3:02 pm
by Murdocr
i'm still a little unsure of what you're tyring to do, but if you want to make each turret into 1 mesh each instead of one mesh containing all of them you select the polygons of one turret (you have to do it one turret at a time) and go create>poly mesh>extract polygons (delete). It makes the polies you had selected into an object and the ones you didn't select are still there so you can repeat the process. But as i said i don't really get what you're trying to do, so this may not be what you want
Posted: Sat Oct 21, 2006 3:48 pm
by DooFi
t551t551 wrote:I'm pretty sure that you can have the entire model as one mesh and just weight the vertices of each differnt color in your above picture to a separate bone, the bases to the four different yaw bones, and the barrels to four different pitch bones, each of which will be a child of the respective yaw bone.
Bone or Null? Rigging in XSI beats me at the moment^^ Can you tell me how to weight vertices?
sorry, im an xsi noob
@murdocr: yes thank you, that is what i wanted to know. But now i hope i can do it with one object, as t551t551 said
Posted: Sat Oct 21, 2006 4:32 pm
by trainmaster611
Have you ever considered another modeler helping you?

It could move this along a lot faster and get RotE 4 out faster!

Posted: Sat Oct 21, 2006 4:38 pm
by DooFi
yea but then i wouldnt learn so much

Posted: Sat Oct 21, 2006 5:01 pm
by Murdocr
oh, that was what you wanted, good. even if you aren't going to use it, at least you know how

.
Once you have enveloped the mesh (Animate toolbar> Deform> envelope> set envelope) you can use the weight editor by pressing ctrl+e. From there, you can change which bone or null the vertices are weighted to.
Posted: Sat Oct 21, 2006 7:05 pm
by minilogoguy18
just gimme your msn or xfire or whatever and ill help you out, its not that hard if you have someone show you, and you can have everything as 1 object, all my models are its just that each moving part is rigged to a different null, you only need bones for inverse kinematic chains like for making limbs like arms and legs.
Posted: Sun Nov 26, 2006 2:38 pm
by valiant
hey man, others can speed this along. ah i just want this in majins new rote map lol.