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Saber anims.
Posted: Sun Mar 30, 2008 6:14 pm
by Fluffy_the_ic
Is it possible to make .combo files on XSI? If it is, could you post a quick tut? (I have no idea if this has been asked before)
Re: Saber anims.
Posted: Sun Mar 30, 2008 8:48 pm
by Commander_Cody771
Re: Saber anims.
Posted: Mon Mar 31, 2008 8:26 am
by MandeRek
To make 1 thing very clear:
The COMBO is like an odf for anims; it says what anims should be loaded, and also how. MetalRancor (was it him?) made a tut on .combo files, and you only need Notepad for that. Gogie's tut is about creating new anims, so the actual movements (these are also .msh files!)
When everyone agrees, i THINK this can be locked, since the question is answered in two tuts ^^
Re: Saber anims.
Posted: Wed Apr 02, 2008 8:49 pm
by Fluffy_the_ic
I read the post but it doesn't say how to add the bones in the first place.

Re: Saber anims.
Posted: Wed Apr 02, 2008 9:15 pm
by FragMe!
Is what you are really asking is how to add bones to anything in XSI?
To start off with I will say animating is not as easy as modeling until you get the hang of it. It is not just adding bones but then you have to envelope the proper bits of the model to the proper bone. I am not going to give a full tut on this as the XSI docs are much better at it than I. There are also some good videos on the XSI website that are worth looking at.
Hey Caleb what's that link again
Bones can be either the bone as can be added in XSI (look under the animate menu) or nulls or primitives.
I find nulls easiest to use, the one thing that does need to be adhered to for it to work properly in BFII is parent child structure. In the end it should look something like this, different people do it different ways. These would in my case all be nulls.
Dummyroot (sits at default 0,0,0 coords)
Bone_root (can sit at default or center of model)
Bone_modelpart1 (these would be placed at the joints of the model)
Bone_modelpart2 (just remember this part will move with the part above it)
Bone_howevermanyyouneed
The model can be placed in the dummy root, hardpoints (hp_fire) should be placed under the appropriate bone.
Once you get the bones right then you have to envelope the model and adjust the weights. Once again XSI docs can cover this better than I.
After that it would have to exported, have a look at the animation_guide.doc that's included with the modtools as it says exactly what I would just cut and paste anyway.
What might be helpful would be if you were to post a picture of what you are trying to do, I know some projects people want to keep secret but it may just help others to be able to help you better.
Re: Saber anims.
Posted: Thu Apr 03, 2008 3:02 am
by MandeRek
To add to FragMe!, player model anims can be made using the Unit_Template_Beta from Pshych0fred (was it him?)
The most skelletons are already them; if you want to make something new, make a new skelleton as FragMe! explained and enough anims to make it function well. If you want to make new anims for existing units, grap yourself the unit template...
@FragMe!: Nulls as bones do work with animating? For my tentacle tut, the basepose was off nulls, but didn't work..
Re: Saber anims.
Posted: Thu Apr 03, 2008 9:06 am
by FragMe!
For all non character animations I just use nulls, that's what I used for the floodlights and the crane. For somethings though using primitives do work better like for a bone_root
For characters yes I do try to use Psych0Fred's grounddummy model unless I am importing a converted existing character msh which drops it back to nulls anyway so I just work with it that way and it goes fine. I didn't actaully look at you tut maybe I shall and see what's up.
Re: Saber anims.
Posted: Thu Apr 03, 2008 9:36 am
by MandeRek
Nah, it's fine

Re: Saber anims.
Posted: Sun Apr 13, 2008 1:28 pm
by Fluffy_the_ic
can i have a link to the unit_template thingy?
Re: Saber anims.
Posted: Sat Apr 19, 2008 5:02 pm
by Commander_Cody771
1. Go to Psych0fred's site
2. Download the Unit Template Beta
3. Have fun.
Re: Saber anims.
Posted: Sun Apr 20, 2008 6:46 am
by MandeRek
Come on Cody, that doesn't help much.. How should he know what the site's url is?
Click this:
Download Unit Template Beta
Enjoy! ^^
Re: Saber anims.
Posted: Sun Apr 20, 2008 10:32 am
by Fluffy_the_ic
Commander_Cody771 wrote:1. Go to Psych0fred's site
2. Download the Unit Template Beta
3. Have fun.
Yeah, and there's a link in the "Everything You Need" thread, which disappeared. Thanks, Manderek
EDIT: This is odd. Every time I get down to the actual bones, they are green, but in the pic gogie posted, they're all different colors. Is this a problem?