[WIP] UT-AT model
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RevanSithLord
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DooFi
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Kyross
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JabbaLovesLava
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t551
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DooFi
as you see all turrets are one object, but it consists of meshes, which are not connected, so i thought it should be easy to 'ungroup' them. I want to make it as shown here
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JabbaLovesLava
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Kyross
Sounds like what you mean is something to do with the hierarchy...Just guessing by what little I can understand from you, the tutorial on the site it, and the complete lack of nulls on your picture it sonds like wha you want to know aout is sorting the objects(separating them when they don't share polies) by going to model > Primitive > Null. It creates a green star that you can drag and drop meshes into on the explorerwindow. it doesn't get rid of the, just makes them a child of that null,which you can move around and rotate and it will affect all objects within it. You wll also need the nulls for the vehicle to shoot and to decide where the people inside go.
Then again, it's all in the tutorial.
Then again, it's all in the tutorial.
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DooFi
no its not xD Before i create the nulls, I need the turret as single objects. Now all 7 turrets are 1 object, but since they have to move seperately i need at least seven objects. infact i need 12 lol.
For example the rear-turrets:

I need one object per color. Imagine that everything is purple right now xD
For example the rear-turrets:
I need one object per color. Imagine that everything is purple right now xD
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t551
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I'm pretty sure that you can have the entire model as one mesh and just weight the vertices of each differnt color in your above picture to a separate bone, the bases to the four different yaw bones, and the barrels to four different pitch bones, each of which will be a child of the respective yaw bone.
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Murdocr
i'm still a little unsure of what you're tyring to do, but if you want to make each turret into 1 mesh each instead of one mesh containing all of them you select the polygons of one turret (you have to do it one turret at a time) and go create>poly mesh>extract polygons (delete). It makes the polies you had selected into an object and the ones you didn't select are still there so you can repeat the process. But as i said i don't really get what you're trying to do, so this may not be what you want
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DooFi
Bone or Null? Rigging in XSI beats me at the moment^^ Can you tell me how to weight vertices?t551t551 wrote:I'm pretty sure that you can have the entire model as one mesh and just weight the vertices of each differnt color in your above picture to a separate bone, the bases to the four different yaw bones, and the barrels to four different pitch bones, each of which will be a child of the respective yaw bone.
sorry, im an xsi noob
@murdocr: yes thank you, that is what i wanted to know. But now i hope i can do it with one object, as t551t551 said
- trainmaster611
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Murdocr
oh, that was what you wanted, good. even if you aren't going to use it, at least you know how
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Once you have enveloped the mesh (Animate toolbar> Deform> envelope> set envelope) you can use the weight editor by pressing ctrl+e. From there, you can change which bone or null the vertices are weighted to.
Once you have enveloped the mesh (Animate toolbar> Deform> envelope> set envelope) you can use the weight editor by pressing ctrl+e. From there, you can change which bone or null the vertices are weighted to.
- minilogoguy18
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just gimme your msn or xfire or whatever and ill help you out, its not that hard if you have someone show you, and you can have everything as 1 object, all my models are its just that each moving part is rigged to a different null, you only need bones for inverse kinematic chains like for making limbs like arms and legs.

