Ok..That's clear.. Only one thing, just for sure; these nulls, which are meant as bones for the tents, need to be in the bones layer, and just as all bones enveloped. I guess you should also weight the mesh to the bones. Also, the tentacles meshes, should they become a part of polymesh? So in steps, please correct me if I'm wrong:
Creating Moving Tentacles in XSI or your unit
1. Create the tentacles meshes. Note the maximum is 4
2. Create nulls 'into' the tentacle meshes and call them bone_string_1 up untill bone_string_#, note that the maximum number of bones in a tentacle is 5.
However if you have one long tentacle, as long as the bone number ends up correct, that’s okay too. So a 12-bone tentacle can be done as 4 3-bone tentacles and it will work fine.
3. Put all these nulls (which are used as bones) into the REP_CloneTrooper_Bones layer, for explanation;
Vyse's tut. Make sure the tentacle meshes and the polymesh which is the whole unit, so My_Mesh in Vyse's tut under the DummyRoot in the explorer-scene.
4. Now, envelope the mesh and tentacle meshes (dunno if this can go together) to Psyco's bones, and the bones you just created for the tentacles..
5. Select the tentacles meshes and weight them correctly to the bones you made (can't find the tut exactly)
6. After you think everything is correct, export, and don't forget to save the scene, you'll need it!
7. After your model is showing up ingame, the tentacles are messed up or not working, that's because there isn't a correct basepose! In the scene, delete ALL MESHES etc so there're ONLY psyco's bones, and the ones you made for the tentacles. Export these as basepose.msh, an animation (
ANIMATING TUT)
8. In data_***\Animations\SoldierAnimationBank make a new folder, and in there place the basepose.msh, and other anims if you want to, and a munge.bat from the human_sabre assets. Munge these anims correct, so there's the basepose in the munged anims. Select these anims as the anims of the soldier which uses the mesh, make sure the weapon is correct etc., munge, and it should work! (for anims, with the munging part:
Link!! , or use the Jedi Creation doc from the documentation!)
Note: This is what i''ve got in mind now! Ace, Gogie, please correct this if this is wrong, which is probably so!