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Basepose problem

Posted: Sun Apr 13, 2008 8:12 am
by MandeRek
I made a char with new tents, and new bones, and i exported the basepose.msh, but don't know if i did it correct, since it looks like this ingame:

Image

The bone strings are set up correct, and children of bone_head. I also freezed/froze everything, and branch select the bone_root. Then i export with this selected:

Image

It seems the bone_strings aren't ingame, and as you see, it is just weird.. someone help? :?

Re: Basepose problem

Posted: Sun Apr 13, 2008 4:46 pm
by FragMe!
Question, what would you like him to look like? The base pose is normally the standard arms out pose. The stance they take in the selection screen I believe is the variousnames_stand_idle_emote_full.msh

But to answer the question as long as you only have 2 frames 0 and 1 with the animation sitting on frame 0 and have the parent of the model branch selected (I normally use either dummyroot or ground_dummy) the choices you have for the export are correct.

Re: Basepose problem

Posted: Sun Apr 13, 2008 5:16 pm
by MandeRek
It's the basepose.msh, not any anim related to the combo; just the basepose :P

I don't know how to make a 'key frame', i hope someone can tell for 5.11; that might be my problem.. Can someone describe step from step, from starting XSI till pressing 'export' how to do export a basepose.msh, so not leading me to Gogie's tut, but really a BASEPOSE.MSH? :?

Thanks in advance!

Re: Basepose problem

Posted: Tue Apr 15, 2008 1:56 pm
by wazmol
In the export window would ignore basepose have anythng to do with it. uncheck it and re-export.

Its worth a shot.

Re: Basepose problem

Posted: Tue Apr 15, 2008 2:06 pm
by MandeRek
I also checked that i branched dummyroot and exported now, and NOT bone_root... Lets see if it makes a difference! :D

Yay! The thing is showing up correctly! Still, the bones i added, seem to be not there, since the tentacles which were enveloped to them, are at 0,0,0 ingame! :?

Suggestions?