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- minilogoguy18
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darthgunray
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- minilogoguy18
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- minilogoguy18
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- minilogoguy18
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na i always keep backface culling on so that i dont get the mysterious flipped normals problem that most people seem to get, the mesh was fully enclosed, i got it to export now though after checking export animations, cause i got all teh anim files to export but it was the main mesh file and it didnt seem to make a hage file by checking that, only 250 kb. we got it working now though, well working and thats it, all the lil things need to be done like shadows and completing collision and lowrez.
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Qdin
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while we're on the short side-topic, I've never really interested in how to see where the normals' directions are in XSI
Gimme a shortcut so I can see the 'Backface Culling'?
it'll probably be useful soon - lol
Mini' I've only had problems with the skeleton when the eff_ null wasn't set to the bottom of the hierachy.
I've never experienced a mesh-crash...
but I like Fred's solution: See if it's the mesh,
Mini' I've only had problems with the skeleton when the eff_ null wasn't set to the bottom of the hierachy.
I've never experienced a mesh-crash...
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Bird-Kid
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- minilogoguy18
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The_Emperor
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Qdin
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yep Mini' But the Effectors makes exporting crash if you haven't got the Effectors lowest in the chain's hierachy
A thing which has been posted before - so it IS official 
Whiel we're at it, do you know a way to delete the Roots and Effectors from a chain?
Since they are auto-generated it annoys me - the problem is that I can't delete them O.o And Tean's latest theory requires that I delete the roots and effectors xD
I'm considering to make a chain in Maya and export to XSI because it doesn't make a root nor effector when I create soem bones
Whiel we're at it, do you know a way to delete the Roots and Effectors from a chain?
I'm considering to make a chain in Maya and export to XSI because it doesn't make a root nor effector when I create soem bones
- minilogoguy18
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Qdin
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- minilogoguy18
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well i found some things out by reading the errors of the exporter, effectors are normally child to the root of the chain but for SWBF2 you have to make them child to the last bone in the chain, i did that so im exporting everything ok but i still cant get the collision to work so the walker just falls through the terrain.
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Qdin
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haha - you probably set its layer to 'ghost'
seriously, did you figure that out yourself or did you read the few topics about that problem?
Didn't I tell you a few days ago that it'd crash if you didn't change the hierachy? xD
So you found a method or what?
or do you want me to make FK chains in Maya?

seriously, did you figure that out yourself or did you read the few topics about that problem?
So you found a method or what?
- minilogoguy18
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IK works, i figured out the effector error by just turning off ingore warnings, you DONT delete them like you guys thought, theyre just under a different object, thats all. deleting effs and roots was like the most retarded idea ever, especially since theyre right there infront of you on the unit skeleton youve used so many times.
