Help enveloping JKA models [ignore]

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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MileHighGuy
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Help enveloping JKA models [ignore]

Post by MileHighGuy »

I was following Vyse's tutorial. After I did envelope>set envelope and did some weight painter tweaking it looked good. I ended up with this monster
Hidden/Spoiler:
Image
I found Fragme's post about enveloping an "A pose" model
viewtopic.php?f=36&t=27666&p=471379#p471379

Can someone walk me through how to do Fragme's post?
This part in particular:
Fragme wrote:Set Keyframes 0 and 1 for the bones you rotate
Is there a way to rotate the bones symmetrically to fit the new msh? I need to know how to do this so i can rotate each arm and leg symetrically.

EDIT: lol somehow this happened when I opened up the saved scene.
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Last edited by MileHighGuy on Thu Jul 17, 2014 2:39 pm, edited 1 time in total.
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Kingpin
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Re: Help enveloping JKA models [unsolved]

Post by Kingpin »

LOL

Also, could you post Vyse's tut on converting? Thanks
MileHighGuy
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Re: Help enveloping JKA models [unsolved]

Post by MileHighGuy »

https://sites.google.com/site/swbf2modt ... tup-in-xsi

EDIT:

what I really need to know is how to edit the bones across the YZ plane symmetrically.

EDIT:

1 step forward 2 steps back. Now I'm just a disembodied pair of legs.

http://social.xfire.com/video/6297bf

EDIT: I've since fixed that part. lol.

Now It almost looks normal ingame I just gotta tweak some weighting with the painter. But for future reference I want to know how to edit the bones across the YZ plane symmetrically. Also tips from converting from jka would be nice, since I'm going to do it more.
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