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XSI questions [Solved]

Posted: Mon Apr 24, 2006 11:36 pm
by drummerzoid1
I have a model in xsi that i want to use as a unit
-it is in parts depending on what texture it has, should I merge those parts, and can I use more than one texture or does it have to be one texture.
oh and if I need to merge how?

RE: xsi questions

Posted: Tue Apr 25, 2006 12:35 am
by minilogoguy18
you can have multiple meshes as long as there is 1 parent mesh which all the other meshes are linked to but on things you want to merge are objects that share a single material and when you merge do model>create>polymesh>merge and a dialogue box should open and in that merge the materials and UVs then click on the delete button inside the box to delete the 2 or more meshes that made your new mesh.

RE: xsi questions

Posted: Tue Apr 25, 2006 9:39 am
by drummerzoid1
ok thanks will do.
ok which body part should I parent to the head or the chest/torso?

RE: xsi questions

Posted: Tue Apr 25, 2006 10:07 am
by minilogoguy18
probably the chest/torso

Posted: Wed Apr 26, 2006 1:21 am
by Koolaid7g
Question: when i try to merge it as stated above, I am not given the option to delete those layers. Is it just the 4.2 Modtool version, or am i missing something?

Posted: Wed Apr 26, 2006 6:17 am
by minilogoguy18
perhaps mod tool doesnt have that option, in that case you would just select the newly merged mesh and freeze the geometry, not the transforms but the geometry. theres a freeze button that should be at the bottom of the right panel or you can do it in the explorer buy expanding the meshes polygon mesh node and rightclciking on the top item in that node and selecting Freeze from here, then delete the meshes manually.

Posted: Wed Apr 26, 2006 8:23 am
by Qdin
Mini', once again, you've forgotten that 4,2 at ALL isn't like 5.0. even though you're using 5.0, many aren't - and only in 5.0 you'll get that option when merging :wink: and you don't get any dialogue box popping up and asking you you want triangles or original polygons when exporting into DotXSI :o

Posted: Wed Apr 26, 2006 9:39 am
by drummerzoid1
where's the editor to make parents and stuff?

Posted: Wed Apr 26, 2006 9:41 am
by Lord-Bandu
Change 1 of your views to exploror.

Or press 8.

Posted: Wed Apr 26, 2006 8:19 pm
by drummerzoid1
gracias

EDIT
ok did that, i have a question about positions, the arms aren't at a t so will that affect how the animation if i use the hum animation and also does scale matter?

edit: how do i save on the mod tools, it says i have to register, how do i do that?

Posted: Thu Apr 27, 2006 12:50 am
by Vyse
drummerzoid1 wrote:ok did that, i have a question about positions, the arms aren't at a t so will that affect how the animation if i use the hum animation and also does scale matter?

edit: how do i save on the mod tools, it says i have to register, how do i do that?
You will need to move the arms to the T for it to work correctly. It's really lining them up to the bones thats why it is important. Also scale does matter, when you download the unit template beta you just scale your whole model so it is the same size of the bones, assuming you have the T lined up right.

When you hit the save button it should ask for your e mail to get a key for being able to save with the mod tools.

Hope that helps! :D

Posted: Wed May 03, 2006 12:10 am
by drummerzoid1
how about size does the model have to be a certain size to work

Posted: Wed May 03, 2006 6:14 am
by minilogoguy18
yes it pretty much has to fit the skeleton exactly.

Posted: Wed May 03, 2006 9:46 am
by drummerzoid1
okay, did someone say there was a file with an ep2 trooper with the skeletin and everything?

Posted: Wed May 03, 2006 12:47 pm
by minilogoguy18
here this isnt a direct link but there are other usefull things here, the clone with the skeleton though is the unit_template.zip

http://www.secretsociety.com/FORUM/down ... 0Projects/