Page 2 of 4
Re: W.I.P. Delta 38
Posted: Wed Mar 22, 2006 9:03 am
by Teancum
Vyse wrote:This is a really quick Clone Commando Mesh I threw together. It's a lot bulkier and beefed up compared to the regualr Clone Trooper. It needs skinning work but like I said its a really quick WIP and I am going to try to add a jet pack, but I don't know if I will have to envolope it if I merge a mesh to it. Anyways, any suggestions?
RE: Re: W.I.P. Delta 38
Posted: Wed Mar 22, 2006 9:35 am
by Bobafett16
o.O Nice work Vyse

he looks really cool, keep up the GREAT work

RE: Re: W.I.P. Delta 38
Posted: Wed Mar 22, 2006 5:42 pm
by Qdin
Nicely done, Vyse
I assume you can tell us in easy understandable english how to do in short steps? (just tell what buttons you pressed and what you selected etc. then we can figure it out easier all by ourselves - that would be on the The Greatest List

)
- Qdin
RE: Re: W.I.P. Delta 38
Posted: Wed Mar 22, 2006 6:22 pm
by minilogoguy18
its really easy, i explained it to him in 2 senetences, rig your model to the skeleton and replace override_texture with your model in the hierarchy then export, thats it.
Re: RE: Re: W.I.P. Delta 38
Posted: Wed Mar 22, 2006 6:51 pm
by Vyse
Qdin wrote:Nicely done, Vyse
I assume you can tell us in easy understandable english how to do in short steps? (just tell what buttons you pressed and what you selected etc. then we can figure it out easier all by ourselves - that would be on the The Greatest List

)
- Qdin
Have you downloaded the Unit Template beta and read the Read Me. I am sure you understand XSI better than me. (I've only had it for 4 days) The read me is hard to understand yes, I would say its not in english either but it tells you exactly what to do. I still don't understand it fully.... I just got thrown off again a little by what minilogo just posted.
>its really easy, i explained it to him in 2 senetences, rig your model to the skeleton and replace override_texture with your model in the hierarchy then export, thats it.
I rig the model CHECK, replace override_texture with your model in the hierachy..?
Do you mean that after I envolope it I have to move the bone_root under my mesh? Or are you saying replace the polymesh under override_texture with my poly mesh?
I was just going to envolpe my mesh and then fix the weights then export?
EDIT:
I am sorry, I just read your post again Minilogo.
I think what you were saying was that you remove there mesh of the trooper and just put yours in under the dummyroot and envolope then export.
Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: W.I.P. Delta
Posted: Wed Mar 22, 2006 7:39 pm
by Lord-Bandu
Vyse wrote:Lord-Bandu wrote:"Back of the net" - Alan Partridge
......What? I don't get it?
Explain please

Your not from the UK so you probably wont get it
Im basically saying 'good job'

Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: W.I.P. Delta
Posted: Wed Mar 22, 2006 7:48 pm
by Vyse
Lord-Bandu wrote:Vyse wrote:Lord-Bandu wrote:"Back of the net" - Alan Partridge
......What? I don't get it?
Explain please

Your not from the UK so you probably wont get it
Im basically saying 'good job'

lol *tries to think of US way to say thank you*
Can't think of a quote besides thanks!

RE: Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: W.I.P. D
Posted: Wed Mar 22, 2006 8:16 pm
by minilogoguy18
what i mean is delete override_texture and place your model under dummyroot and put bone_root under your model "replacing" override_texture in teh hierarchy.
RE: Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: W.I.P. D
Posted: Wed Mar 22, 2006 8:23 pm
by Teancum
So should we merge all parts of a mesh before importing into XSI, or do we place each mesh (I.E. a hand) in the heirarchy as well?
Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: W.I.
Posted: Wed Mar 22, 2006 8:35 pm
by Vyse
Teancum wrote:So should we merge all parts of a mesh before importing into XSI, or do we place each mesh (I.E. a hand) in the heirarchy as well?
You could bring in each part seperate but then you will have to envolope each part seperatly... Although I am not sure how it would work becuase minilogo just said the bone_root have to be under your mesh....
So I guess your mesh has to be merged..?
RE: Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: Re: RE:
Posted: Wed Mar 22, 2006 8:54 pm
by Teancum
crap... Well that shoots the idea of converting any models since I can't UV map
Posted: Wed Mar 22, 2006 8:56 pm
by -_-

I'm shocked. It looks great! Cant wait to see a better version

Posted: Wed Mar 22, 2006 10:27 pm
by Vyse
New info/screens on front post!

Posted: Thu Mar 23, 2006 2:08 am
by -_-
even more

! This is great! One thing I would say is... isnt the commando's face a little bit more flat? *instead of caving in like phase 1 clone troopers*
Posted: Thu Mar 23, 2006 11:45 am
by Vyse
-_- wrote:even more

! This is great! One thing I would say is... isnt the commando's face a little bit more flat? *instead of caving in like phase 1 clone troopers*
Not quite sure what your saying... but I have pulled it out a lot from the phase 1 clone trooper...
Posted: Thu Mar 23, 2006 11:49 am
by Vyse
Just had a idea. Does anyone know if its possible to add a HUD to units like space ships had in SWBF1. If anyone has any info on how to setup the model in XSI (nulls and stuff like that) Please give a link!
That way we could have a full Clone Commando helmet interior!!
Posted: Thu Mar 23, 2006 12:03 pm
by Qdin
what?
what are you saying?
Posted: Thu Mar 23, 2006 12:30 pm
by Vyse
Qdin wrote:what?
what are you saying?
See how you can see the inside of the helmet from FPV. Thats what I mean!

Posted: Thu Mar 23, 2006 5:24 pm
by Qdin
ahh
Maybe - I'm still experimenting with it, though
Posted: Thu Mar 23, 2006 5:32 pm
by Bobafett16
Qdin wrote:ahh
Maybe - I'm still experimenting with it, though
That makes two of us "experimenting"
