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Character Model enveloped - But Model is not ingame [Solved]

Posted: Wed Sep 10, 2014 2:02 pm
by thelegend
Hey all,
after I have made a character model (added stuff on a clone trooper) I wanted to bring him into the game. I followed Vyses tutorial how to envelope characters and so on. I think I understood the basic of that, what the bones and so on do mean. But ingame I only can see the weapons and the small white box that 'actually' connect the main body with the legs. I hope you know what I mean. Above it there`s a cube...
Here I listed what I exactly did:
1. Importet the downloadable bones (.emdl file) and importet my character model (included the shadowvolume).
2. I made 4 layers and I called them as seen here in the tut.: https://sites.google.com/site/swbf2modt ... tup-in-xsi
3. In Explorer window I pressed L and put the Grounddummy.bone stuffs under REP_CloneTrooper_Bones...the mesh and the sv. and also the Grounddummy.root things.
4. After that I did envelope my character model and also the shadowvolume (Because I thought the sv model needs animations too...).
5. I selected every bone (But not the small white box above the legs) with LMB and after I selected all I did press RMB.
6. Now the points of my trooper are colored. Then I rotated a bone (as an example the arm) the arm also moved.
7. Under the Dummyroot null there was the overide texture model (Ep2 Clone) and it contains a bone_root null. I have slected all with Mouse wheel and put them to my model.
8. Now there was Dummyroot>My Character model and the sv model.
9. I exported my character. But ingame you can not see him. Just the weapons and the small white box.

Anyone know what I did wrong.
Thanks for help.

Re: Character Model enveloped - But Model is not ingame

Posted: Wed Sep 10, 2014 4:43 pm
by Anakin
Wow the whole bone and layer thing. Never used this.

What about the msh viewer is the model shown there??? All tga files are where they should to??

Re: Character Model enveloped - But Model is not ingame

Posted: Wed Sep 10, 2014 5:28 pm
by thelegend
Hm well..did not take a look at the msh viewer. I am going to do that.
Btw what do you mean with "the whole bone and layer thing"?

Re: Character Model enveloped - But Model is not ingame

Posted: Thu Sep 11, 2014 4:51 am
by Anakin
the link you posted. When i made the enveloping i haven't used this emdl file with the bones. I just imported an basepose.msh from the assets. there are only nulls instead of bones :D

Re: Character Model enveloped - But Model is not ingame

Posted: Thu Sep 11, 2014 5:24 am
by thelegend
Hm ok. I am going to try that. Btw in msh viewer the texture doesn't appear.

Re: Character Model enveloped - But Model is not ingame

Posted: Thu Sep 11, 2014 5:29 am
by Anakin
So than this is the problem you have ingame, too. The model is there, but there is a texture problem. click on i and look the tga file names. (maybe you added in XSI .png files?? XSI can handel that bug MshViewer and SWBF2 not)

Re: Character Model enveloped - But Model is not ingame

Posted: Thu Sep 11, 2014 5:47 am
by thelegend
Hm ok. I did take the human_0 basepose.msh and selected all the nulls to envelope. I did put my character model under Dummyroot null and also my sv model and enveloped my character. Then I rotated a null the character also moved. I think it worked. Then I exported my character. Ingame there is a texture, but it also looks weird and funny too.

Here how it looks ingame:
Hidden/Spoiler:
Image
And my mungelog said:
Hidden/Spoiler:
WARNING[PC_modelmunge msh\rep_inf_ep3trooper.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_inf_ep3trooper.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_inf_ep3trooper.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_inf_ep3trooper.msh]:rep_inf_ep3trooper has 2270 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 4 Warnings
Note: I only did envelope the player model and not the sv model.

Re: Character Model enveloped - But Model is not ingame

Posted: Thu Sep 11, 2014 6:21 am
by Anakin
Haha that's funny :D my first trys looked excatly that way. So have a look at all the points that look strange. They need to have the wrong weight. Or you can select every bone and move it in xsi. Than you can see what points ar moving, too and fix the problem.

Re: Character Model enveloped - But Model is not ingame

Posted: Thu Sep 11, 2014 6:39 am
by thelegend
Hm..what is weighting?
I have taken the clonecomander basepose.msh but I still have this problem...

Re: Character Model enveloped - But Model is not ingame

Posted: Thu Sep 11, 2014 7:08 am
by Anakin

Re: Character Model enveloped - But Model is not ingame

Posted: Thu Sep 11, 2014 7:20 am
by thelegend
Hey thanks. I have followed what Ace said a few minutes ago. And now the character looks a bit better. He is still a bit "glitchy-ed" but I think I am on the right way of making character models.
Here how I mean that:
Hidden/Spoiler:
Image

Re: Character Model enveloped - But Model is not ingame

Posted: Thu Sep 11, 2014 8:16 am
by Anakin
:D

If i can give you an tipp. You can import/open your model in XSI. Than you use the ZETool to import the rifle fire animation from the assets, but make sure you checked ignore geometry and apply animation to existing bones or something like that. I'm sure you'll find the right option. Than your basposed model will move to that position. You can see what points are glitching. Press Ctrl + z and fix the point. It's easyer to find the glitching points ;)

Re: Character Model enveloped - But Model is not ingame

Posted: Thu Sep 11, 2014 8:36 am
by thelegend
Hm sounds like an useful trick. One question I still have got: What means eff_ and root_? In weight editor I have to make the selected points to bones but just to know what do mean the other things?

Edit: And after every weight edit then I munged my character I'll get this Warning:

Code: Select all

WARNING[PC_modelmunge msh\rep_inf_ep3trooper.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
But I have no clue what it means. Do you know what it means?

Re: Character Model enveloped - But Model is not ingame

Posted: Thu Sep 11, 2014 8:59 am
by Anakin
I think the basepose was made with bones (your link) but when it was exported to msh they where vonverted to NULLs and these other NULLs are rests of the bones. But I'm not sure about them. i always ignored the eff and root things.

About the Warning i don'T know what it is excatly about, but i think you can ignore it

Re: Character Model enveloped - But Model is not ingame

Posted: Thu Sep 11, 2014 10:51 am
by thelegend
Hey thanks it works. I got every "funny" bug fixed.
Hidden/Spoiler:
Image
I've found an easier way to fix it if anyone has this problem:
Select all the points and look for the root_parts. I think they should not be there. So I did select the points with the root_name and "weighted" them to my bone_part with the % slider. For me it worked and is't actually simple.
Again thanks Anakin for helping me.

Re: Character Model enveloped - But Model is not ingame

Posted: Thu Sep 11, 2014 11:04 am
by Anakin
Next time simply do not select the root and eff things when you add a new envelope ;)