Unit's offset

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Anakin
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Unit's offset

Post by Anakin »

Hi,

i wasn't sure if this is more a 3d or a modding problem.
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I think the image says all. I tryed me on the geo, after no one pmed me to help me. Most things i could fix. But there are still a few.
1. the wings attachment is not at the right possition. I tryed andes Script, but i couldn't get this working. So i move my wings a liitle in XSI , export, munge, test ingame,... that's really time-consuming. So is there maybe a faster way?? maybe to see in XSI at what possition the addone will be ingame??

2. The unit has an ground offset. He is walking in the air. You can see it very good when he dies or rolls. Also at the spawn screen, the units make their animations (i think it's allways the reload animation). All move their weapon and body. But the geo is also moving his legs up and down. I think it's the same problem. But doesn someone know how to fix??


Some backgroudn informations about what i did:
I imported the geo basepose.msh than i imported the geo. I moved the geo to fit to the bones. than i enveloped and exported.
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Kingpin
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Re: Unit's offset

Post by Kingpin »

Maybe you could just use your geo model, but set it up with the stock geonosian animations.
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Anakin
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Re: Unit's offset

Post by Anakin »

That's what i did.

I modifyed the model to fit to the basepose bones from the geo and i took the stock geo animation for it.
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Re: Unit's offset

Post by Kingpin »

Have you tried making a new animation set?
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Anakin
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Re: Unit's offset

Post by Anakin »

yes but it doesn't work. The whole geo thing is a big crap.

And it's one of the last things i need to do. So i need to fix this now
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Re: Unit's offset

Post by AceMastermind »

Anakin wrote:1. the wings attachment is not at the right possition ... So i move my wings a liitle in XSI , export, munge, test ingame,... that's really time-consuming. So is there maybe a faster way?? maybe to see in XSI at what possition the addone will be ingame??
...
[color=#FF8040]Tutorial for new-ones in XSI, addon mesh[/color] wrote: ...

Universal Addon Setup in XSI
...
  • 1. Import Unit_Template_Beta into your scene (for position reference)
    2. Create your addon mesh (a single object preferably, merge parts if needed)
    3. Position the addon on the Unit where you want it
    4. Freeze the Transforms on your addon (Transform>Freeze All Transforms)
    5. Create a Null and name it dummyroot
    6. With dummyroot selected go Transform>Match All Transforms
    then select the apropriate bone that you want the addon attached to ingame
    (e.g. for a hat, select bone_head and this will be your AddonAttachJoint in the ODF code)
    7. Select dummyroot and press the / key (forward slash) then left click your addon;
    right click to end pick session
    8. In the Explorer middle click dummyroot and export.
...
In your case, your ported Geonosian model and SWBF2 Geonosian skeleton is already in XSI and these would substitute for the Unit_Template_Beta outlined above.
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Re: Unit's offset

Post by zwyx1234 »

Did you remember to weight your model? It doesnt look like a weighting issue, but it could be. Make sure your model is centered in XSI and the feet are just touching the grid in XSI. Other than that, I dont see that the wings are placed incorrectly, maybe it's just me. Anyhow, best of luck. I love working with unit models too.
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