XSI questions [Solved]
Moderator: Moderators
-
drummerzoid1
XSI questions [Solved]
I have a model in xsi that i want to use as a unit
-it is in parts depending on what texture it has, should I merge those parts, and can I use more than one texture or does it have to be one texture.
oh and if I need to merge how?
-it is in parts depending on what texture it has, should I merge those parts, and can I use more than one texture or does it have to be one texture.
oh and if I need to merge how?
- minilogoguy18
- Master Bounty Hunter

- Posts: 1512
- Joined: Wed Nov 09, 2005 11:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
RE: xsi questions
you can have multiple meshes as long as there is 1 parent mesh which all the other meshes are linked to but on things you want to merge are objects that share a single material and when you merge do model>create>polymesh>merge and a dialogue box should open and in that merge the materials and UVs then click on the delete button inside the box to delete the 2 or more meshes that made your new mesh.
-
drummerzoid1
RE: xsi questions
ok thanks will do.
ok which body part should I parent to the head or the chest/torso?
ok which body part should I parent to the head or the chest/torso?
- minilogoguy18
- Master Bounty Hunter

- Posts: 1512
- Joined: Wed Nov 09, 2005 11:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
RE: xsi questions
probably the chest/torso
-
Koolaid7g
- Rebel Sergeant

- Posts: 218
- Joined: Wed Mar 01, 2006 4:14 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Contact:
- minilogoguy18
- Master Bounty Hunter

- Posts: 1512
- Joined: Wed Nov 09, 2005 11:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
perhaps mod tool doesnt have that option, in that case you would just select the newly merged mesh and freeze the geometry, not the transforms but the geometry. theres a freeze button that should be at the bottom of the right panel or you can do it in the explorer buy expanding the meshes polygon mesh node and rightclciking on the top item in that node and selecting Freeze from here, then delete the meshes manually.
-
Qdin
- Old School Staff
- Posts: 2059
- Joined: Wed Feb 23, 2005 9:54 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
drummerzoid1
-
Vyse
- General

- Posts: 776
- Joined: Sun Aug 28, 2005 5:01 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
You will need to move the arms to the T for it to work correctly. It's really lining them up to the bones thats why it is important. Also scale does matter, when you download the unit template beta you just scale your whole model so it is the same size of the bones, assuming you have the T lined up right.drummerzoid1 wrote:ok did that, i have a question about positions, the arms aren't at a t so will that affect how the animation if i use the hum animation and also does scale matter?
edit: how do i save on the mod tools, it says i have to register, how do i do that?
When you hit the save button it should ask for your e mail to get a key for being able to save with the mod tools.
Hope that helps!
- minilogoguy18
- Master Bounty Hunter

- Posts: 1512
- Joined: Wed Nov 09, 2005 11:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
drummerzoid1
- minilogoguy18
- Master Bounty Hunter

- Posts: 1512
- Joined: Wed Nov 09, 2005 11:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
here this isnt a direct link but there are other usefull things here, the clone with the skeleton though is the unit_template.zip
http://www.secretsociety.com/FORUM/down ... 0Projects/
http://www.secretsociety.com/FORUM/down ... 0Projects/
