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tga's, unless there is an alpha channel, then it will be a 32 bit file.ġ.
XSI MODTOOLS FREE ROTATION PC
Textures are required to be scaled in powers of 2, with 512 x 512 being the standard used in the PC version. You must declare it a LOD mesh by appending "_lowrez" to its object name.Įvery model also requires collision objects and shadowvolumes to be inserted into the hierarchy. Those should be approximately 1/3rd of the original model's poly count, and a child of the model's root node. Polygon Count Limits (general guidelines):īuildings - 200 - 3000 polys (the higher end of this spectrum represents large buildings with large interiors)Įvery object will need a low resolution version of the mesh for LOD purposes. Models created in XSI can be put directly into the SW Battlefront engine with the proprietary exporter and by following a few simple rules. General walk-thru for creating objects for SW Battlefront Be sure to have "Export Selected Models Only", "Export Animations" & "Export FK Animation" selected. Set the start and end frame in the playback timeline boxes.Įxport the mesh the using the exporter plugin. Remove all meshes from the skeleton hierarchy. The enveloped mesh with the skeleton mush be exported as the in-game object name and the skeleton itself must be exported individually as a basepose, (called "basepose.msh"). The traverse bone must have only two keyframes from the beginning of the animation to the end of the animation sequence with only linear interpolation, (you could use spine interpolation to normalize certain overextended motions). The traverse bone must start at the world bone, (it will zero the traverse bone transforms.) This is good for if you have multiple animations in a scene with different starting locations. option files are covered elsewhere).ĭo not animate the mesh, skeleton 2D/3D chain bone roots or effectors. Otherwise, you could have up to 3 bones influence each vertex but you must define it as "-softskin" in the meshes. Most meshes require rigid enveloping meaning only one bone influence for each vertex, (this is mostly for soldiers & vehicles). Bones can be animated with IK or FK depending on the situation. Use rig controllers to drive IK effectors and up vectors. Rig elements could be regarded as bones or offset child bone transforms otherwise. Rig nodes should not be in the hierarchy of the skeleton. They are used as transform nodes that can be used as reference points for placing weapons, event hot spots, etc. Hardpoints are simply bones that have the prefix "hp_". Place hardpoints, (usually nulls or simple geometry), wherever needed.
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Place a world bone, (usually a null), as a parent to the traverse bone, (just called "grounddummy"), This will allow you to offset the animation starting point in the world. (Chain bone effectors must be linked to the last bone in IK chain.) (just called "dummyroot") This bone defines the mesh traversing along the ground.Īll bones mush have a direct parent/child relation. Place a traversing bone, (usually a null), as parent of the mesh.
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(Bones can be geometry as well but shouldn't be used in the mesh.) Bones can be Skeleton 2D/3D chain bones or nulls. Place bones with hierarchy as children of mesh. Place meshes zeroed in world, XZ plane is floor.įreeze all transforms, (Zeroing out transform pivot point).Īssign a material, (either Lambert or Phong), to each mesh.Īssign a texture, (only one for enveloped objects), to each mesh.įreeze the geometry, (collapse stack, delete construction history, whatever you like to call it).