Tutorial for new-ones in XSI, addon mesh

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.

Moderator: Moderators

Sith Master
User avatar
Posts: 2768
Joined: Tue Oct 02, 2007 10:51 am
Location: Ghosting around GT
Projects :: Battlefront Zer0
Games I'm Playing :: SWTOR
xbox live or psn: No gamertag set

Tutorial for new-ones in XSI, addon mesh

Postby MandeRek » Mon Jan 14, 2008 6:07 pm

You're new to XSI and want to start with something simple.. Something, just a little ADDon... This is your litteral tut! I posted this after muterancor's request,i thought more people would like it...


How to create your addon for Star Wars Battlefront II:

0. This must be done before starting; you must have made and textured the model you want as addon, just by using cylinders for example!

1. Select ALL objects which make your object (like cylinders etc) and on the Model panel at the left go: Create>Poly.Mesh>Merge

2. A pop-up appears... Make Tolerance 0 and click both Merge buttons then Hide or Delete the input objects. After that close the popup. Now in the Explorer(hotkey 8 ) you should have a new polymsh

3. Then go: Get>Primitive>Null and name the null dummyroot, you should rotate it X=90, Y=0, Z=90 then go to an explorer view (hotkey 8 for floating explorer) and setup your hierarchy by dragging and dropping your polymsh onto dummyroot (note: read last line of this post)

4. It's important to position your mesh correctly, so it won't show up upside down on the model. After placing the dummyroot correctly, think of the dummyroot being the middlepoint of the part you're attaching the addon to... For example if you're creating a jetpack, think of the null being the middle of the ribcage!

-5.1. To export, BRANCH (middle click) select the dummyroot, and export to .msh
-5.2. To export, BRANCH (middle click) select the dummyroot, and if you don't have the full XSI version, use File>Crosswalk>Export. A pop-up will appear. Select XSI 5.0 text. Then send the exported file to someone who can export it to msh for you with the Pandemic Tools!


If you want a dynamically animated addon the you should look through my Set up Tentacles tutorial (link in XSI Tutorials thread)

For questions, please post... Enjoy! (don't blame me if something isn't described in detail or not said correctly, I posted this by heart!)


Example of ODF code for my Paladin Clone horns:
Code: Select all
AnimatedAddon = "HORNS" //this name can be whatever you want it to be
GeometryAddon = "rep_paladin_horns" //name of your addon msh (do not append ".msh")
AddonAttachJoint = "bone_head" //this is the bone the addon will attach to

^Examples of AddonAttachJoint's are bone_head (the head), bone_neck, bone_ribcage etc.
The 3 lines of code above should go into your unit's ODF under [properties], if you copy the code above make sure you edit it to meet the needs of your particular addon.


* The rotation numbers given for the dummyroot are suitable when applying the mesh to bone_ribcage, bone_head and bone_neck. Other bones might need other rotation numbers (in human words: when following this tut for f.e. a claw, it might be that it isn't showing up correctly ingame (upside down for example) when this happens, try to rotate the dummyroot correct yourself, after checking ingame)


The tutorials in this topic work for SWBF1 and SWBF2

Notes:
In SWBF2 geometry addons disappear when jet jumping, there is no known fix!




Universal addon setup in XSI
Last edited by MandeRek on Tue Jan 15, 2008 5:21 pm, edited 10 times in total.

Master Sergeant
User avatar
Posts: 177
Joined: Fri Dec 07, 2007 8:27 pm
Location: HMMM.......

Re: Tutorial for new-ones in XSI, addon mesh

Postby mutedrancor » Mon Jan 14, 2008 6:23 pm

thanks mandeRek :D

Sith Master
User avatar
Posts: 2768
Joined: Tue Oct 02, 2007 10:51 am
Location: Ghosting around GT
Projects :: Battlefront Zer0
Games I'm Playing :: SWTOR
xbox live or psn: No gamertag set

Re: Tutorial for new-ones in XSI, addon mesh

Postby MandeRek » Mon Jan 14, 2008 6:24 pm

Always welcome... edit credit to the first post... Everyone who has seen any work of me with XSI has read it before i guess...

Gametoast Staff
User avatar
Posts: 3294
Joined: Mon Aug 21, 2006 6:23 am

Re: Tutorial for new-ones in XSI, addon mesh

Postby AceMastermind » Mon Jan 14, 2008 6:43 pm

MandeRek wrote:3. Go to primitive>null, to create some sort of 3 dimensional viewer thingie (it's green :P ) Leave it where it is. In explorer, rename it dummyroot (click once and then F2)


After you go Get>Primitive>Null, you should rotate it X=90, Y=0, Z=90 then go to an explorer view (hotkey 8 for floating explorer) and setup your hierarchy by dragging and dropping your mesh onto dummyroot/bone_root or whatever you named the null, the rotation of the null is what makes your addon appear correctly on the unit ingame(for a head and cape addon anyway, I haven't tried attaching anything to arms or legs yet).

Sith Master
User avatar
Posts: 2768
Joined: Tue Oct 02, 2007 10:51 am
Location: Ghosting around GT
Projects :: Battlefront Zer0
Games I'm Playing :: SWTOR
xbox live or psn: No gamertag set

Re: Tutorial for new-ones in XSI, addon mesh

Postby MandeRek » Mon Jan 14, 2008 6:45 pm

Okay, and i guess when you do this you must think of the null as middlepoint of the head/ribcage/neck/whatever... Will edit, thanks for correcting Ace

Jedi Admin
User avatar
Posts: 7421
Joined: Mon Aug 21, 2006 11:03 pm

Re: Tutorial for new-ones in XSI, addon mesh

Postby Maveritchell » Mon Jan 14, 2008 7:36 pm

AceMastermind wrote:
MandeRek wrote:3. Go to primitive>null, to create some sort of 3 dimensional viewer thingie (it's green :P ) Leave it where it is. In explorer, rename it dummyroot (click once and then F2)


After you go Get>Primitive>Null, you should rotate it X=90, Y=0, Z=90 then go to an explorer view (hotkey 8 for floating explorer) and setup your hierarchy by dragging and dropping your mesh onto dummyroot/bone_root or whatever you named the null, the rotation of the null is what makes your addon appear correctly on the unit ingame(for a head and cape addon anyway, I haven't tried attaching anything to arms or legs yet).


It's not standard for every null/bone in a skeleton. Some are oriented intuitively, i.e. facing the positive-Z axis, and others are odd, like the bone_head null.

Gametoast Staff
User avatar
Posts: 3294
Joined: Mon Aug 21, 2006 6:23 am

Re: Tutorial for new-ones in XSI, addon mesh

Postby AceMastermind » Mon Jan 14, 2008 8:00 pm

It's not standard for every bone, but bone_neck, bone_head, and bone_ribcage typically require the null to be rotated X=90, Y=0, Z=90 so you won't be wearing your cape or hat on the side or front of your body. You could also leave the bone_root/dummyroot as it is and rotate the mesh instead, but the null rotation may differ depending on the skeleton in which you are attaching the addon to, but it is all trial and error anyway.
The easiest way is to just download the addon Template that I uploaded in the tentacle thread where everything is basically setup for you, just make your mesh and move into position freeze the transforms and setup your hierarchy (with or without bone_string_#).

Jedi Admin
User avatar
Posts: 7421
Joined: Mon Aug 21, 2006 11:03 pm

Re: Tutorial for new-ones in XSI, addon mesh

Postby Maveritchell » Mon Jan 14, 2008 8:03 pm

I was just confirming your assumption that they could be different ("a head and cape addon anyway, I haven't tried attaching anything to arms or legs yet"). It can be a bugger when you think you've figured out positioning addons right and you put it ingame and it's skewed.

Sith Master
User avatar
Posts: 2768
Joined: Tue Oct 02, 2007 10:51 am
Location: Ghosting around GT
Projects :: Battlefront Zer0
Games I'm Playing :: SWTOR
xbox live or psn: No gamertag set

Re: Tutorial for new-ones in XSI, addon mesh

Postby MandeRek » Tue Jan 15, 2008 5:22 pm

Okay, tried to follow your discussion/conversation, and added note to the tut. Hope you both agree on it ^^

Master of the Force
User avatar
Posts: 6069
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Tutorial for new-ones in XSI, addon mesh

Postby DarthD.U.C.K. » Wed Jan 16, 2008 10:32 am

THANK YOU!!

Sith Master
User avatar
Posts: 2768
Joined: Tue Oct 02, 2007 10:51 am
Location: Ghosting around GT
Projects :: Battlefront Zer0
Games I'm Playing :: SWTOR
xbox live or psn: No gamertag set

Re: Tutorial for new-ones in XSI, addon mesh

Postby MandeRek » Wed Jan 16, 2008 12:55 pm

DarthD.U.C.K. wrote:THANK YOU!!


I guess the caps were an expression of joy and happiness :P You're welcome ;)

Droid Pilot Assassin
User avatar
Posts: 2172
Joined: Mon Jan 19, 2009 5:58 pm
Projects :: Star Wars Battlefront Legacy

Re: Tutorial for new-ones in XSI, addon mesh

Postby ggctuk » Thu Mar 19, 2009 6:42 pm

MandeRek wrote:The tutorials in this topic work for SWBF1 and SWBF2.
Note: Geometry addons disappear when jet jumping, there is no known fix!


I find in BF1 that the addon does not disappear (not Vader's Cape anyways, when I have changed the "Force Jump" to "Force Hover"), it just simply stays static. I think this may apply to otehr addons too.

Edit: Sorry for bumping, didn't realise this had been over 30 days (I replied from the top)

Master of the Force
User avatar
Posts: 4192
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: Tutorial for new-ones in XSI, addon mesh

Postby Fiodis » Sat Mar 21, 2009 12:28 pm

He's talking about BF2.

Jedi
User avatar
Posts: 1233
Joined: Wed Sep 12, 2007 3:13 pm

Re: Tutorial for new-ones in XSI, addon mesh

Postby Frisbeetarian » Sat Mar 21, 2009 7:31 pm

Did you not see that he quoted the bottom part of the tutorial, right where it says it works for SWBF1?

Master of the Force
User avatar
Posts: 4192
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: Tutorial for new-ones in XSI, addon mesh

Postby Fiodis » Sat Mar 21, 2009 7:35 pm

Frisbeetarian wrote:Did you not see that he quoted the bottom part of the tutorial, right where it says it works for SWBF1?


No I did not. :wink: Look at that....wow.

Well, my comment stands: When he says they disappear in jet-jump, hes talking about BF2.

Gametoast Staff
User avatar
Posts: 3294
Joined: Mon Aug 21, 2006 6:23 am

Re: Tutorial for new-ones in XSI, addon mesh

Postby AceMastermind » Sat Mar 21, 2009 8:52 pm

Did you not see that he quoted the bottom part of the tutorial, right where it says it works for SWBF1?

The tutorials work for both games, the jet jumping note was meant for SWBF2 since that's what most people currently mod these days, those 2 lines weren't related, the first post has been edited to avoid further confusion.

Fiodis was correct in both of his previous posts.

Command Sergeant Major
User avatar
Posts: 254
Joined: Wed Jul 30, 2008 2:38 pm
Location: Norway, Xfire: Fai222

Re: Tutorial for new-ones in XSI, addon mesh

Postby fai222 » Wed Jun 17, 2009 9:12 am

Sorry for the bump, but since this is a faq i guess its ok. I just want to clear up one small thing: Do you have to use the "/" key (in my case this doesnt work) to move your model under the dummyroot or can you just do it the normal drag and drop way?

EDIT: Oh, and what do i need to put in the odf of the unit i want to have my addon? The mod tools dont know which unit is going to have a addon all by it self as most of you know. :wink:

Major
User avatar
Posts: 513
Joined: Mon Sep 17, 2007 7:46 pm

Re: Tutorial for new-ones in XSI, addon mesh

Postby ryukaji » Wed Jun 17, 2009 9:57 am

fai222 wrote:Sorry for the bump, but since this is a faq i guess its ok. I just want to clear up one small thing: Do you have to use the "/" key (in my case this doesnt work) to move your model under the dummyroot or can you just do it the normal drag and drop way?

EDIT: Oh, and what do i need to put in the odf of the unit i want to have my addon? The mod tools dont know which unit is going to have a addon all by it self as most of you know. :wink:


Read the tutorial it says right there!!!!

Code: Select all
AnimatedAddon = "HORNS" //this name can be whatever you want it to be
GeometryAddon = "rep_paladin_horns" //name of your addon msh (do not append ".msh")
AddonAttachJoint = "bone_head" //this is the bone the addon will attach to


and no its fine if you drag and drop it, just as long as you get it under that dummyroot null.

Command Sergeant Major
User avatar
Posts: 254
Joined: Wed Jul 30, 2008 2:38 pm
Location: Norway, Xfire: Fai222

Re: Tutorial for new-ones in XSI, addon mesh

Postby fai222 » Wed Jun 17, 2009 1:43 pm

:oops: Now i understand... That code is not ment to be an addon odf, but its going in the unit odf :oops:

EDIT: Well, i got it to work... but it is absolutly not were it belongs.
Hidden/Spoiler:
Image

Thanks

Sith Master
User avatar
Posts: 2768
Joined: Tue Oct 02, 2007 10:51 am
Location: Ghosting around GT
Projects :: Battlefront Zer0
Games I'm Playing :: SWTOR
xbox live or psn: No gamertag set

Re: Tutorial for new-ones in XSI, addon mesh

Postby MandeRek » Wed Jun 17, 2009 4:44 pm

Did you freeze the object (the mesh, not the null) before exporting?

Next

Return to 3D Modeling & Animation

Who is online

Users browsing this forum: No registered users and 2 guests