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Confused about nulls and XSI questions?
Posted: Mon Jul 06, 2009 11:21 am
by newguy99
I was making a Cip Quad, but don't quite understand nulls.
Here's a pic of my scene with the explorer:
If anyone could point me at a SWBF tutorial or info for XSI Mod Tools 6 that would be cool!!?
and I have read the Basic Modeling in XSI Tutorial, but what should I name the null?
And how do I make the null a parent of my gun since my explorer chain doesn't even have a null?
p.s. I do know some about nulls, and I think I need a "dummyroot" null right?
and then some where I'll need a hp_active null and hp_fire null.
Re: I'm confused about nulls?
Posted: Mon Jul 06, 2009 12:32 pm
by CodaRez
newguy99 wrote:
If anyone could point me at a SWBF tutorial or info for XSI Mod Tools 6 that would be cool!!?
and I have read the Basic Modeling in XSI Tutorial, but what should I name the null?
And how do I make the null a parent of my gun since my explorer chain doesn't even have a null?
p.s. I do know some about nulls, and I think I need a "dummyroot" null right?
and then some where I'll need a hp_active null and hp_fire null.
Ok, in answering your question:
-Basically, go to create>primitives>then select null. This creates a null itself. THATs what you rename to Dummyroot.(YES you should name the null)
-Then, drag all your meshes into the newly created null that you named Dummyroot.(since now u ahve a null you can make everything the child of the null XD)
-For weapons, hp_fire is paramount. hp_active...hmm..not necessary. Hp_fire is again ANOTHER null you create and name, ok.
-To be on extra notes: hp_fire will be where the bullets come from, and since yours has 4 barrels I am at a loss. Just try palcing the hp_fire at ONE barrel first.
-you read the Basic Modelling right? well, jsut to tell you. WEAPON models DON'T need a collision, shadowvolume, lowrez or whatever. All that is necessary is ur model, hp_fire, and the dummyroot being the parent of ti all(and the texture for ur model

)
-While reading the Basic Modelling they told you to merge ur files right? When you do so, make the hp_fire a child of the merged polygon, ok?(that is once you get onto that)
And that I hope about covers it up
Oh and before I forget, nice model

Re: I'm confused about nulls?
Posted: Mon Jul 06, 2009 1:37 pm
by newguy99
Wow, thanks for the info!
Makes a bit more sense the way you said it.
Although I might try to find some one to skin it for me since I don't have a skin and no good
program to make one (other than paint! LOL)
EDIT: I don't quite understand about merging or combining?
I thought I read that you press some button with multiple meshes selected to make one object or something?
Is this important?
and what is a usual weapon poly count (580 is my edited count since the pic I have in other post)?
I added a handly and trigger along with the dummy root,
hp_active=hand positioning ingame,
hp_fire=for one of the barrels
If anyone could tell me if this is the right higherarcy I would apreciate that!
Re: Confused about nulls and XSI questions?
Posted: Mon Jul 06, 2009 8:51 pm
by CodaRez
Hierarchys Fine.
Although once you merge the objects you must make the hp_fire a child of the merged object.
If you dont know how to merge:
If you are working on a large scale item you can merge related polygons to save on the poly count.
With the three objects selected ( leftside, rightside, and top ) from the left tool panel locate the Create section, then select Poly.Mesh then select merge. It will create a polymesh and open it’s properties box. Press the hide/unhide inputs button. Now you can rename your one object to doorwall , or whatever. You will need to move this new polymesh under the MS3DSceneRoot.
This will save on poly count as you now have 1 object instead of 3.
Do zo.
Btw, you can instead click the "Delete inputs button" which is below the "hide/unhide inputs" button. If you don't, iz fine, just makes the place less cluttered.
(and btw, if you decide to hide the inputs but delete them later, freeze all objects first(press the freeze button))
All this input stuff will become a lot clearer once u merge ur object though.
Now right click on Dummyroot and select properties, then from the side pop windows select viewing.
Now uncheck the Render Visibility check box, and click the “ x “ close window in the upper right of the properties box.
You should also do this for all ur nulls.
Re: Confused about nulls and XSI questions?
Posted: Tue Jul 07, 2009 7:21 pm
by newguy99
So do I freeze the mesh if I'm
deleting the "inputs" or just if I'm
hiding the inputs?
(I believe I understood that I should not freeze if I'm deleting now, but I wasn't quite sure)
EDIT: I think I understand now that I did it and so I guess my question is answered
Where should I put the hp_active?
In the mesh or leave it outside next to the dummyroot?
TY for all the help and answered questions
UPDATE image:
P.S. XSI has been locking up mostly when I:
open a new scene
change the view (xsi: defult or mod tools)
other random operations
(I tryed to use keyboard shortcuts to close xsi, but they don't work and I have to hold the power button to shut down the pc and then have to restart)?
Re: Confused about nulls and XSI questions?
Posted: Tue Jul 07, 2009 9:46 pm
by CodaRez
No idea on the lock ups, sorry.
But the hp_active is meant to be a child of the dummyroot k.
If your weapon is held incorrectly in-game, you should probably mess with/delete the hp_Active
(it is, after all unneccesary, just use the Dummy root in its place)
Re: Confused about nulls and XSI questions?
Posted: Wed Jul 08, 2009 8:47 am
by newguy99
Ok, thanks!
(opps, I thought you had said hp_fire was supose to be a child of the mesh, LOL) I'll fix it right away.
Can I move the dummyroot to the trigger or should I move the whole gun so the dummyroot stays at (0,0,0)?
TY again!
I'm also working on this:
http://starwars.wikia.com/wiki/Firelance_blaster_rifle
I'm hoping to make it into a lethel commando weapon instead of just a stun weapon.
Re: Confused about nulls and XSI questions?
Posted: Wed Jul 08, 2009 9:23 am
by FragMe!
By convention and common practice you should try to leave the dummyroot at 0,0,0. and unrotated. So yes you should move your model to it.
Also from one of your earlier questions, you can have 4 hp_fires (name them hp_fire1, hp_fire2 etc just so you can rememeber easier when it comes time to do the odf work) one for the tip of each barrel and then just do a next aimer thing in the odf, (have a look at any multiple barreled weapon for exact syntax, either a turret or even the xwing will have examples of it)
Re: Confused about nulls and XSI questions?
Posted: Wed Jul 08, 2009 12:49 pm
by newguy99
Thanks, that answers my question!
I guess I'll get that done and then it'll be on to the texturing
(good thing there's tutorials for that

)
P.S. please help!
I'm trying to texture and I can't find the Property section in the drop down menu
because I don't know which one is the drop down menu?
Here's a quote from one of the tutorials:
"2. Unique UV's ( in the drop down menu at the top , click on Property> Texture Projection> Unique UV's)"

Once this problem is resolved I hope to have a rough model ingame soon