Skeletons for models

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

Post Reply
drummerzoid1

Skeletons for models

Post by drummerzoid1 »

would this be the right way to make a skeleton for a model if i wanted to import it to SWBFII
http://www.softimage.com/products/Mod/v ... _setup.pdf[/url]
User avatar
minilogoguy18
Master Bounty Hunter
Master Bounty Hunter
Posts: 1512
Joined: Wed Nov 09, 2005 11:12 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

RE: skeletins

Post by minilogoguy18 »

for ships and other rigidly animated models just use a chain of nulls. for units and other soft skin meshes just use the unit template file and delete the mesh and keep the skeleton and rig your model to it. if you click the link to psych0freds site on the left of this page and go to the downloads area youll find alot of model files that he put up as examples that you can download.
Trans

Re: RE: skeletins

Post by Trans »

minilogoguy18 wrote:for ships and other rigidly animated models just use a chain of nulls. for units and other soft skin meshes just use the unit template file and delete the mesh and keep the skeleton and rig your model to it. if you click the link to psych0freds site on the left of this page and go to the downloads area youll find alot of model files that he put up as examples that you can download.
and these models work for BF2?
User avatar
minilogoguy18
Master Bounty Hunter
Master Bounty Hunter
Posts: 1512
Joined: Wed Nov 09, 2005 11:12 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

RE: Re: RE: skeletins

Post by minilogoguy18 »

no you cant compile anything for SWBF2 until the mod tools and compilers are released...
i merely just gave him advice on what he should do to rig his models, NOTHING will work for SWBF2 until the compilers are out. >_>
drummerzoid1

RE: Re: RE: skeletins

Post by drummerzoid1 »

so no bones at all?
User avatar
minilogoguy18
Master Bounty Hunter
Master Bounty Hunter
Posts: 1512
Joined: Wed Nov 09, 2005 11:12 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

RE: Re: RE: skeletins

Post by minilogoguy18 »

for vehicles that have simple animations, no
drummerzoid1

RE: Re: RE: skeletins

Post by drummerzoid1 »

how about for people?
User avatar
minilogoguy18
Master Bounty Hunter
Master Bounty Hunter
Posts: 1512
Joined: Wed Nov 09, 2005 11:12 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

RE: Re: RE: skeletins

Post by minilogoguy18 »

>_< i just said go to psych0freds site to get the unit skeleton, its an emdl file that you import and just delete the mesh of the clone trooper and make your model over the skeleton. one thing that fred tells alot of people, learn the software really well first, then ask questions about modding.
Leviathan
Missing Jedi Admin
Posts: 3277
Joined: Fri Nov 12, 2004 2:54 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

RE: Re: RE: skeletins

Post by Leviathan »

drummer', the "unit skeleton" logo' talked of can be got here... :wink: (You should highly study it through the Softimage|XSI product you own to understand the structure of Star Wars Battlefront playable units...)
drummerzoid1

RE: Re: RE: skeletins

Post by drummerzoid1 »

Thanks Leviathan, this'll help me have a better understanding for SWBFII, i couldn't find the link so thanks, i'll work on it.
Post Reply