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Addons as part of main unit mesh [Solved]

Posted: Tue Oct 13, 2015 10:28 pm
by Oceans14
After reading and applying the contents of the addon tutorials, I've been trying to add the components I want in xsi and export the whole shebang, rather than use the odf, but it isn't working. For example, I made a null and child cube, positioned it on the unit, froze transforms, etc (everything from the documentation) and then, because I wanted to make the addon cube part of the unit mesh, I made the null a child of the unit's dummyroot. Exported... nothing. It doesn't even show up in the viewer. I'm clearly missing an important step here.

Edit: MissingTexture had a similar sounding problem a few posts ago, but with the exception of batch exporting I've tried those solutions already without success.

Re: Addons as part of main unit mesh

Posted: Wed Oct 14, 2015 1:12 am
by AceMastermind
You don't need the null, just insert the cube into the unit hierarchy and envelope it to the appropriate bone/s.
Addon instructions are for addons only, they don't apply here when adding things to units in XSI.

Re: Addons as part of main unit mesh

Posted: Wed Oct 14, 2015 7:45 pm
by Oceans14
Would it go under dummyroot or rep_inf_ep3trooper?

Re: Addons as part of main unit mesh

Posted: Thu Oct 15, 2015 9:39 am
by AceMastermind
Yeah under dummyroot is fine.

Re: Addons as part of main unit mesh

Posted: Thu Oct 15, 2015 8:13 pm
by Oceans14
Okay, so I went to Animation>Set Envelope and then it asked if I wanted to envelope as a modeling or animation operator. I tried both (separately) but neither worked. When imported to swbf viewer it crashed with an out of bounds error. I enveloped to bone_ribcage, since that was the closest bone to the placed object.

Edit: Actually I just checked and my addon object has some bad faces, that's probably my problem.

Re: Addons as part of main unit mesh

Posted: Thu Oct 15, 2015 8:34 pm
by AceMastermind
If you export the unit without the added geometry does it still crash SWBFViewer?
Oceans14 wrote:I went to Animation>Set Envelope and then it asked if I wanted to envelope as a modeling or animation operator.
You can just press Yes when that dialog pops up.

Re: Addons as part of main unit mesh

Posted: Thu Oct 15, 2015 8:44 pm
by Oceans14
No, just the unit is fine. I tried using the polygon reduction tool on the addon mesh but it didn't do much.
Hidden/Spoiler:
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Edit: Got the first addon to export out successfully after reading http://www.gametoast.com/viewtopic.php? ... er#p502391 this thread. The mesh required triangulation.

Haven't tested the addon's behavior in-game yet... should be interesting.

Edit 2: Everything is working as it should. I appreciate your help Ace.