dreamer Posted August 20, 2002 Share Posted August 20, 2002 i need some help on tags, the tut that spacemonkey wrote assumes u know wut it is and doesnt explain much... i need help on how to make them and how exactly to put them on ur model Link to comment Share on other sites More sharing options...
Psyk0Sith Posted August 20, 2002 Share Posted August 20, 2002 Hi, You should use the skeleton and tags from the kyle or storm trooper XSI file, they're available in the first tools released by raven. Link to comment Share on other sites More sharing options...
dreamer Posted August 20, 2002 Author Share Posted August 20, 2002 well obviously, but i want to know actually more detail about them cuz i have no idea, i dont want to be using something i dun even know wut it is Link to comment Share on other sites More sharing options...
Psyk0Sith Posted August 20, 2002 Share Posted August 20, 2002 I believe tags are used by the engine so it knows where the character gets hit by the saber and the orientation/animation of the mesh. Link to comment Share on other sites More sharing options...
dreamer Posted August 20, 2002 Author Share Posted August 20, 2002 yes thx thats wut spacemonkey's tut said too, but i wut i need to know is how to use them and how to make them instead of why i need them Link to comment Share on other sites More sharing options...
Psyk0Sith Posted August 20, 2002 Share Posted August 20, 2002 If you are using 3D studio max: create a rectangle shape, collapse to editable mesh, go in sub-object mode, then face, select one of the tiangle and delete it...you just created a tag. another way is to create 3 verts and then build the face. There's only one way to use em', you put them where they are supposed to go...and you weight them to the bones. did that help? Link to comment Share on other sites More sharing options...
dreamer Posted August 20, 2002 Author Share Posted August 20, 2002 hmm ok thx will do for now Link to comment Share on other sites More sharing options...
dreamer Posted August 20, 2002 Author Share Posted August 20, 2002 o actually one more question, how should the triangles be placed? does it only have to be touching the polygons of the mesh with the appropriate parts? what if it touches more than one polygon, for example if i had to tag the caps, 2 caps r usually right ontop of each other, when i tag the caps if the triangle touches more than 1 cap then wut happens? and also does it matter which way u orientate the triangles(tags)? Link to comment Share on other sites More sharing options...
FluxHavoc Posted August 20, 2002 Share Posted August 20, 2002 Didnt root.xsi come with all the tags you needed? All you do is move those around. If you're actually creating tags make sure you orient them via the character construction sheet released by Raven. It's very specific on which axis of the tri faces what direction, etc. Link to comment Share on other sites More sharing options...
dreamer Posted August 20, 2002 Author Share Posted August 20, 2002 that one is quite confusing... i dont get it Link to comment Share on other sites More sharing options...
dreamer Posted August 20, 2002 Author Share Posted August 20, 2002 that one is quite confusing... i dont get it and also for some reason it dindt match spacemonkey's tut Link to comment Share on other sites More sharing options...
Psyk0Sith Posted August 20, 2002 Share Posted August 20, 2002 I still think you should use the tags from the .xsi because 1.They already are roughly into position 2.They have the right orientation For the alignment on the caps, there is a tool that will let you match another object's X,Y,Z position. You also need to create a mesh root and model root. Also if the model is not at the right height, your character will either float or sink into the ground. (i believe the ground in max, relative to the game, is at +6 units up) So take my advice and use the .xsi skeleton and tags, this will save you lots of trouble. Link to comment Share on other sites More sharing options...
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