Adding Pauldrons and Holsters to msh in 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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MissingTexture
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Adding Pauldrons and Holsters to msh in XSI

Post by MissingTexture »

The title says it all! I don't know how to attach them to Ande's Clone Trooper with Cape. I want to learn how to attach them to the msh properly and how to export it properly so that it works in game. I am trying to recreate Captain Rex! If anybody can point a video tutorial or explain it to me, that would be great. :)
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AceMastermind
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Re: Adding Pauldrons and Holsters to msh in XSI

Post by AceMastermind »

Just add the geometry to the hierarchy under dummyroot and envelope it to the bone that looks appropriate for it to move with.
Holsters would likely go with the thigh bone and pauldrons would go with the clavicles or ribcage or both. :)
MissingTexture
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Re: Adding Pauldrons and Holsters to msh in XSI

Post by MissingTexture »

Thanks Ace! There any pictures you can provide? I kind of need a visual, because I am still trying to find my way around XSI :p
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Re: Adding Pauldrons and Holsters to msh in XSI

Post by AceMastermind »

Import rep_inf_arctrooper.msh and have a look at override_texture2
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Re: Adding Pauldrons and Holsters to msh in XSI

Post by MissingTexture »

What would I do after I import the msh and select override texture2?
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AceMastermind
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Re: Adding Pauldrons and Holsters to msh in XSI

Post by AceMastermind »

That is your working example or visual as you requested, you inspect it to see how it is set up then apply that to your project.
You can see where the object is in the hierarchy, what bones it is enveloped to, examine the weighting etc. :)
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