Bone Chains and ZETools

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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tirpider
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Bone Chains and ZETools

Post by tirpider »

When you import a msh with ZETools, it displays the various bone parts as nulls.
When you import Fred's GroundDummy.emdl, it displays the same components as bone chains.

I prefer working with the chain components because they are easier to 'pick'.

I would like to know if there is a functional difference in working with the skeleton as nulls.
Will it affect the resulting msh negatively, or is it just a cosmetic thing (if I'm not messing with constraints and such?)

I am new to working with the ModTool, so I don't know if this is relevant.
Everything I'm working with is to be used as player units but I'm not creating/altering animations or baseposes. Some of what I'm doing requires rotating the bones into position to accommodate the mesh. (still working on that part.)
kinetosimpetus
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Re: Bone Chains and ZETools

Post by kinetosimpetus »

Nulls work just as well as bones for exporting models.
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tirpider
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Re: Bone Chains and ZETools

Post by tirpider »

Awesome, thanks.
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