Page 1 of 1

Addon Mesh Positioning

Posted: Sat Aug 22, 2009 2:43 am
by CodaRez
Followed Ace's foolproof addon mesh tut, and I still got the wrong positioning:

Image

It seems to do this even if I assign it to bone_ribcage/_neck/.etc

This one is assigned to bone_ribcage atm.

Whats wrong?

Re: Addon Mesh Positioning

Posted: Sat Aug 22, 2009 4:21 am
by DarthD.U.C.K.
did you freeze its transforms before putting it under the null/exporting?

Re: Addon Mesh Positioning

Posted: Sat Aug 22, 2009 6:54 am
by CodaRez
Yeah

Re: Addon Mesh Positioning

Posted: Tue Aug 25, 2009 8:24 pm
by elfie
I had the same exact problem. Here is how I solved it:
http://www.gametoast.com/forums/viewtop ... 36&t=20010
:D

Re: Addon Mesh Positioning

Posted: Wed Aug 26, 2009 4:30 am
by CodaRez
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.

Re: Addon Mesh Positioning

Posted: Wed Aug 26, 2009 4:07 pm
by elfie
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?

Re: Addon Mesh Positioning

Posted: Mon Aug 31, 2009 5:58 am
by CodaRez
Ok, I have FINALLY figured out the part of the problem

Apprently my transform rotation values have gone completely bonkers!

My rotations for the pauldron in x-y-z wise were 90, -1.<whatever decimals>,90 respectively

If left with the digit 90 on the z-axis, it will cause the floating above, so I inserted the values 90.0001

Thats fine, but I need to rotate the axis-x as well. And I found out that if I gave it a value OTHER than 90, it floats like the pic above again.

Pls, any advise? the fact that my XSI does this, really is starting to short my fuse.

Re: Addon Mesh Positioning

Posted: Thu Sep 10, 2009 10:12 am
by CommanderBacara/CC-1138
i have a same problem, i have followed the steps correctly, my addon is a rope of the kama.

Screens:
Hidden/Spoiler:
ImageImage
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

Re: Addon Mesh Positioning

Posted: Thu Sep 10, 2009 12:32 pm
by DarthD.U.C.K.
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

Re: Addon Mesh Positioning

Posted: Thu Sep 10, 2009 2:14 pm
by CommanderBacara/CC-1138
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

Re: Addon Mesh Positioning

Posted: Thu Sep 10, 2009 2:31 pm
by DarthD.U.C.K.
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

Re: Addon Mesh Positioning

Posted: Thu Sep 10, 2009 2:55 pm
by CommanderBacara/CC-1138
i meant "putting" sorry
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???

Re: Addon Mesh Positioning

Posted: Thu Sep 10, 2009 3:03 pm
by DarthD.U.C.K.
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

Re: Addon Mesh Positioning

Posted: Thu Sep 10, 2009 3:12 pm
by CommanderBacara/CC-1138
i have followed the instructions correctly, when i merge all, appear a new ''object'' called polymesh, yes or no?

Re: Addon Mesh Positioning

Posted: Thu Sep 10, 2009 3:13 pm
by DarthD.U.C.K.
you obviously didnt follow the instructions, they dont tell you to call your model bone_head or anything like that.. :roll:

here is a tutorial by acemastermind, maybe it can be understood better
Hidden/Spoiler:
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.

Re: Addon Mesh Positioning

Posted: Thu Sep 10, 2009 3:31 pm
by CommanderBacara/CC-1138
yes, sir xD it's the tutorial that i am using lol
but i don't understand from step number 6, look, i click in Transform button and appear this:
Hidden/Spoiler:
Image

Re: Addon Mesh Positioning

Posted: Thu Sep 10, 2009 3:59 pm
by DarthD.U.C.K.
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)

Re: Addon Mesh Positioning

Posted: Thu Sep 10, 2009 5:23 pm
by CommanderBacara/CC-1138
:O now i have seen that the null has changed of position, i will munge and i say you the result ;)


many thanks for your help!!! now it have correct position!!! you see image(tested by DEVISS-REX):

Image