Can I export new player models using the Trial XSI?

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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Can I export new player models using the Trial XSI?

Post by Snork »

I know I can't use Mshex and Mod Tool, but will the Trials work? I still have the 5.1 and the 5.0 downloadable.
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Re: Can I export new player models using the Trial XSI?

Post by DarthD.U.C.K. »

yes, you can export normally with the trial using the pandemicexporter. if the trialtime is up and you can't find someone to export stuff for you, you can pm me.
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Re: Can I export new player models using the Trial XSI?

Post by Snork »

Thou hast madeth my day. :D
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Re: Can I export new player models using the Trial XSI?

Post by Fiodis »

I could also export playermodels if you need me to. I should warn you, though, I'm somewhat less reliable and experienced with this as Duck is.
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Re: Can I export new player models using the Trial XSI?

Post by Snork »

Well thanks, guys :) I won't close this yet as it may be a while before my player model actually WORKS. I'm having some... problems, as it were.

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Re: Can I export new player models using the Trial XSI?

Post by The Nasal Abyss »

Work on enveloping and adding vertex weights to your model. There are plenty of tutorials (and Andeweget's video tutorial) on these subjects so I won't go into detail here.
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Re: Can I export new player models using the Trial XSI?

Post by ANDEWEGET »

Remember to apply the envelope to whole objects(as in objects shown in XSI) and use the weight editor to edit the envelope. Applying multiple envelopes to one object will cause problems like those you have.
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Re: Can I export new player models using the Trial XSI?

Post by Snork »

Alright thanks bunches. Do I have to do anything funky when exporting to make the weights stay?
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Re: Can I export new player models using the Trial XSI?

Post by The Nasal Abyss »

Nope. All of your weight edits should stay just fine.
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Re: Can I export new player models using the Trial XSI?

Post by Snork »

I'm gonna try weight painting because that seems the most intuitive and the least tedious.
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Re: Can I export new player models using the Trial XSI?

Post by AceMastermind »

Learn as many of the tools as you can since they all have a purpose that will make certain tasks easier. Painting weights will give you some trouble if you have overlapping or intersecting geometry since it doesn't recognize points hidden behind objects, you'll need to use the Weight Editor or Local Reassign to weight those areas.


http://www.youtube.com/watch?v=46x_9R3JFLk
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Re: Can I export new player models using the Trial XSI?

Post by Snork »

I'm trying to scale this model by 10 but whenever I try to export the skeleton shrinks to the original size. How do I prevent this from happening?
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Re: Can I export new player models using the Trial XSI?

Post by Cerfon Rournes »

Freeze Transforms.
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Someone please correct me If I'm wrong.
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Re: Can I export new player models using the Trial XSI?

Post by Snork »

Do I freeze the skeleton? When do I scale it? What is the meaning of life?
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Re: Can I export new player models using the Trial XSI?

Post by naru1305 »

Snork wrote:I'm trying to scale this model by 10 but whenever I try to export the skeleton shrinks to the original size. How do I prevent this from happening?
you can´t change the skeleton size by only scaling via the normal way(as far as i know).
you have to open the property page of the bone, double-click on the bone symbol of the bone you want to scal eint the explorer, there you can scale it. it must be exported as new basepose, so you must munge a new animation set with this basepose. it could be that the stock anims wont fit with this basepose, you must have a look on it.
but it is easier i think to scale the unit this way: click me
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please correct me if i´m wrong!
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Re: Can I export new player models using the Trial XSI?

Post by Snork »

Well if I munge a new animation set scaled 10x the normal size wouldn't it match up fine with a model scaled 10x the normal size in XSI?
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Re: Can I export new player models using the Trial XSI?

Post by THEWULFMAN »

Snork wrote:Well if I munge a new animation set scaled 10x the normal size wouldn't it match up fine with a model scaled 10x the normal size in XSI?


Technically, yes. The problem is that any point past 2x (which is already buggy) the collision gets all screwed up. So at 10x it would be very very VERY screwed up.
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Re: Can I export new player models using the Trial XSI?

Post by Snork »

So I munge the new model, export the basepose, munge a new animation set using the new basepose and that should work?
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Re: Can I export new player models using the Trial XSI?

Post by naru1305 »

if you scaled the basepose with the property page of the bones, yes, but declare the in the odf that you use a new skeleton

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SkeletonName    = "xxxxx"
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Re: Can I export new player models using the Trial XSI?

Post by Snork »

THEWULFMAN wrote:Technically, yes. The problem is that any point past 2x (which is already buggy) the collision gets all screwed up. So at 10x it would be very very VERY screwed up.
Oh, I figured that was just model that got screwed up, not the bones and such.

if you scaled the basepose with the property page of the bones, yes, but declare the in the odf that you use a new skeleton
Yeppers. Will do.
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