AT-ST Skeleton ? -1 reply

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minilogoguy18

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4th September 2004

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#11 9 years ago

It imports wrong because you didn't freeze the transforms before exporting, I think the modifier in max is called reset xform. There are very few formats out there that will save your normals too, max's smoothing groups is like opposite compared to XSI/Maya where hard/creased edges are used instead which are like way easier.




AshuraDX

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10th May 2009

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#12 9 years ago

I'm having some problems with XSI's interface I think it's pretty complicated I keep confusing myself with it -.-




minilogoguy18

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#13 9 years ago

I found it faster and easier, it's just different and takes time to get used to, I used to use max as well years ago. Just before you export from Max you need to have the local transforms on all meshes at 0,0,0 just like you do with a player model before exporting.




AshuraDX

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10th May 2009

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#14 9 years ago

I've got the model imported correctly now and the Smoothing groups work too now I just need some help with settingup the envelopes :uhm: Eclypses XSI mod tool weighting tutorialdoesnt exist anymore at least the link to it is dead :(

according to Duncan's Vehicle model tutorial I got my the hierarchy correct but the envelopes are my problems as i've said before :uhm:




minilogoguy18

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#15 9 years ago

You just need to forget that tutorial ever existed because it was made by someone who had hardly any more experience with the program than you do. The help file in XSI can easily explain how to envelope meshes, you don't need any tutorial written for JA to teach you that.




Nozyspy

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30th August 2004

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#16 9 years ago
AshuraDX;5246595atm i'm having another problem.... the skeleton fits my model because it's in the same dimensions as the original but when I import it in XSI it totally fucks up :
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xsiproblem.png
Is it because i imported a .3ds file ? or what else ? the smoothing groups are fucked up too :uhm: EDIT : thats what the model(s) should look like :
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3front.png
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3back.png
the green at-kt variant is up-to-date in that pic heres' the current one :
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atktmirrors.png

Whoa, sweet models! We need a nice high poly high res texture AT-ST, as i have said before, anything that improves the quality of JKA is most welcome! Will you be making a version of the AT-ST that replaces the base version in Singleplayer mate? Oh and btw, what is that version in the middle there? :S




Jose Carlos

Why? Cause normal is boring.

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29th March 2006

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#17 9 years ago

It appeared in the TIE Fighter facility level in TFU. Basically it works like a magnetic load lifter, except it's a giant robot that can kill you.




AshuraDX

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#18 9 years ago

Jose Carlos;5248414It appeared in the TIE Fighter facility level in TFU. Basically it works like a magnetic load lifter, except it's a giant robot that can kill you.[/QUOTE]

It also appears in the Death Star hangar , you know the one where you start in with all those imperial purge troopers

[QUOTE=Nozyspy;5248367]Will you be making a version of the AT-ST that replaces the base version in Singleplayer mate?

I was going to do so but first I'll have to understand XSI mod tool :lulz:

Besides I've reskinned the jawa and gave it a fusion cutter as saber for those who want to take a look at it :

Spoiler: Show
jawafront.pngjawaback.png

the stuff for my TFU package is growing larger and larger .... ...and I still have to fix some of the old things .... like the push...




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