Adding geometry through XSI [Solved]
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Adding geometry through XSI [Solved]
So i added addons through XSI and in game they stay in place but the model moves only here are images:
Last edited by jojo3450 on Sun May 17, 2015 11:22 pm, edited 1 time in total.
- AceMastermind
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Re: Adding geometry through XSI
Select the backpack
Animate > Deform > Envelope > Set Envelope
Yes
Select bone_ribcage
Right-click
Move slider to 1
Close the ppg
Select the holsters
Animate > Deform > Envelope > Set Envelope
Yes
Select bone_pelvis
Right-click
Move slider to 1
Close the ppg
Select dummyroot and export
Animate > Deform > Envelope > Set Envelope
Yes
Select bone_ribcage
Right-click
Move slider to 1
Close the ppg
Select the holsters
Animate > Deform > Envelope > Set Envelope
Yes
Select bone_pelvis
Right-click
Move slider to 1
Close the ppg
Select dummyroot and export
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Re: Adding ad dons through XSI
There's an other method which always works for me. But only for one addon mesh per unit:
Create a null. Select the null. Then match all transforms and select bone_ribcage. And then put your addon mesh into the null directory (the same you used to match its transforms). After that export only the addon as a .msh file and add the addon to your unit in your unit's odf file:
(Example lines from my custom character odf)
There's also a silly solution for adding addon meshes I found out. It doesn't make any sense but works like a charm for me and even works for Jetpack addons.
I create a null, then I select my addon mesh, envelope it to the new created null. Then I merge both models (unit and addon mesh) [All fields were ticked] and then I edited the weights of both models. After that I finally deleted the new created null and the addon mesh is a solid part of the unit.
Those were just my ways how I add stuff onto a unit.
Create a null. Select the null. Then match all transforms and select bone_ribcage. And then put your addon mesh into the null directory (the same you used to match its transforms). After that export only the addon as a .msh file and add the addon to your unit in your unit's odf file:
Hidden/Spoiler:
There's also a silly solution for adding addon meshes I found out. It doesn't make any sense but works like a charm for me and even works for Jetpack addons.
I create a null, then I select my addon mesh, envelope it to the new created null. Then I merge both models (unit and addon mesh) [All fields were ticked] and then I edited the weights of both models. After that I finally deleted the new created null and the addon mesh is a solid part of the unit.
Those were just my ways how I add stuff onto a unit.
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Re: Adding ad dons through XSI
Where is bone_ribcage do I need to make it?AceMastermind wrote: Select bone_ribcage
Right-click
Move slider to 1
- AceMastermind
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Re: Adding geometry through XSI
You said you were adding the objects through XSI. These aren't addons in terms of battlefront modding, just like hex editing MODL chunks aren't addons either, they're just part of the unit. The unit has a skeleton, bone_ribcage and bone_pelvis are part of the skeleton.
If you really are adding these objects to the unit through XSI then follow the instructions I posted earlier.
If you have a true addon (ready to use) then follow the instructions here.
If you're making a new one in XSI to be used as a true addon follow the instruction here.
Also, when creating help threads please provide as many details as possible about what you are doing, what you've done and what you intend to use it for. This will help eliminate the guessing game and will likely get you more precise information.
If you really are adding these objects to the unit through XSI then follow the instructions I posted earlier.
If you have a true addon (ready to use) then follow the instructions here.
If you're making a new one in XSI to be used as a true addon follow the instruction here.
Also, when creating help threads please provide as many details as possible about what you are doing, what you've done and what you intend to use it for. This will help eliminate the guessing game and will likely get you more precise information.
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Re: Adding ad dons through XSI
Ok so I did what you said and now the pack stays with the unit but the body is missing here is some images
steps I took:
1.so i imported the addon
2. changed model to animation
3. deform>envelope>set envelope>yes>then clicked bone_spine
4. then as seen in the pic i changed 2 to 1(in red circle)
5. then in exited it
6. the body as seen in the pic said blue that part didn't show up in the ingame pic
steps I took:
1.so i imported the addon
2. changed model to animation
3. deform>envelope>set envelope>yes>then clicked bone_spine
4. then as seen in the pic i changed 2 to 1(in red circle)
5. then in exited it
6. the body as seen in the pic said blue that part didn't show up in the ingame pic
- AceMastermind
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Re: Adding geometry through XSI
My instructions were for your original problem, those images are of a different unit than what you were showing in the first post.
It seems you have a lot more going on with that unit. Sometimes it's just quicker to start over than to correct something.
Start a new scene and import the officer, make sure it retains the envelope and weighting.
Import the jetpack geometry into the officer scene and make it a child of dummyroot then envelope it to bone_ribcage.
It seems you have a lot more going on with that unit. Sometimes it's just quicker to start over than to correct something.
Start a new scene and import the officer, make sure it retains the envelope and weighting.
Import the jetpack geometry into the officer scene and make it a child of dummyroot then envelope it to bone_ribcage.
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Re: Adding ad dons through XSI[solved]
ok thanks I figured it out