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Attempting to kitbash

Posted: Sun Feb 14, 2016 4:09 pm
by asdfjkl
I am attempting to kitbash in softimage. I am using two .msh models but I'm having no luck. In Softimage, I merged the mshs into one msh using the merge command as well as merged the textures. I've also cleared the enveloping and imported in the skeleton from unit template beta. I redid the eveloping on my new msh using that skeleton and then exported to msh to use in the game but everytime I munge, it says pc_modelmunge has stopped working and I become sad :( Any thoughts? Am I not doing the kit bash right?

Munging other msh files works fine, but not my kitbash. When I cancel the pc_modelmunge thing, the munge continues and this is the error it retrieves at the end:

Code: Select all

ERROR[levelpack req\ith_inf_ithorian_jettrooper.req]:Expecting bracket, but none was found.
File : munged\pc\ithtroopertest.model.req(1)...

ucft <--
ERROR[levelpack req\ith_inf_ithorian_jettrooper.req]:Expecting bracket, but none was found.
File : munged\pc\ithtroopertest.model.req(1)...

ucft <--

   2 Errors    0 Warnings

I've looked at those files and they are just empty.

Re: Attempting to kitbash

Posted: Mon Feb 15, 2016 4:34 am
by AceMastermind
There is nothing special about kitbashing, you just take a part of something and add it to something else.
If you want to make the process quicker try to preserve as much of the skinned mesh as possible, you may not even have to remove the envelope or use the merge tools to combine the parts into a single polymesh depending on the part, just add it to the hierarchy and envelope it to the existing skeleton.

For example, if you want to put the head of one character onto the body of another and the body is already enveloped and weighted, just delete the head polygons on that character then import the head geometry of the other character, position it where you want it, freeze the transforms, make it a child of dummyroot and envelope it to the head bone or however many bones you need to make it deform properly.

Use the "Check Sel" error checking tool in the export dialog of ZETools to see if anything is wrong with the mesh.

Re: Attempting to kitbash

Posted: Mon Feb 15, 2016 5:34 am
by thelegend
You can also put any kitbashed models onto your character by putting a certain kitbash onto another certain null. For example you have a backbag. Move the Polygons to 0, 0, 0 in Global Mode, then make sure your transforms of your kitbash are already frozen and Move your Geometry (Kitbash where you want it to have at your Character's back). X, Y, Z Positions shouldn't be changed at all. Then move your Object under bone_ribcage null. Export and it should work in-game. But I recomment this method better for small kitbashes.