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.
CodaRez wrote:Read it, and saw that mine was alrdy positioned correctly
Should I just re-import to .obj,
or just give it a nudge(transform a distance then transform back.
Don't give it a nudge, I tried that and it doesn't work. Re-importing to obj usually fixes most problems, but just to double check you followed this exactly:
how to get addonmeshes working correctly in 99,9% of the cases:
1. create your addonmesh and freeze the transforms and the modeling and history of every part
2. import psych0fred's Unit_template_beta
3. create a new null call it dummyroot or whatever
4. select the new dummyroot, click on the Transforms button and select "Match all Transforms" and select bone_head
5. now drag everything addonmesh-related under the dummyroot and export through meshex or the Pandemic Tool
6. put you addonmesh ingame and enjoy it
...and then you centered it directly over the null right? Did you export with meshex?
i have a same problem, i have followed the steps correctly, my addon is a rope of the kama.
Screens:
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and i have a problem with the texture also, in xsi the texture proyection is correctly, but when i export to msh with MshEx, the texture appear wrong :S
export to obj and reimport the object then, this will get rid of everything that could cause messy transforms atc.
and allways freeze everything before üutting something under a null and exporting it
DarthD.U.C.K. wrote:export to obj and reimport the object then, this will get rid of everything that could cause messy transforms atc.
and allways freeze everything before üutting something under a null and exporting it
thanks, but i don't understand what you say with üutting
I comment to you my case: for i make the ropes of my addon i cut the heavytropper's belt and then i created the ring of ''rope-kama'' with torus in XSI and i merge all. Later, I followed the steps:
-Import unit_template
-Create null
-Select Null>match all transform
-select bone_head (i don't understand What does this mean?, i select my addon with a ''rectangle-tool'' that said ''pick''
-drag everything addonmesh-related under the dummyroot and export through meshex
i meant "putting" sorry
well, you have to replace bone_head in the tutorial with the bone you wnat to attach the addonemsh to (in your case it should be bone_pelvis
not pass nothing
then i have to rename the model called ''polymsh'' to ''bone_pelvis''? and duplicate and rename to bone_pelvis_lowrez & sv_bone_pelvis???
no, you are understanding the tutorial wrong bone_head is a BONE no MODEL(/polymesh)
you should probably read the instructions again and follow them exactly
you obviously didnt follow the instructions, they dont tell you to call your model bone_head or anything like that..
here is a tutorial by acemastermind, maybe it can be understood better
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Universal Addon Setup in XSI (Tutorial by AceMastermind)
This tutorial explains how to setup any kind of addon(e.g. hat, backpack, leg or arm accessory, etc) in XSI that you can attach to any bone ingame, in other words you won't have to figure out how to rotate your addon for it to appear properly attached to the unit because the software tools do most of the work for you.
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.
And you're done, yes it is that simple and all that's left is for you to setup your unit's odf with the 3 lines of code outlined in MandeRek's tutorial above.
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)
in this case the bone you want to attach it to should be bone_pelvis
(and if you press "l" while having the mouse over the explorer it should change to layerview and you should see the bones in case you couldnt find them)