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Can anyone help me with a simple model


UltimateZeus

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Hi,

 

Before anyone attacks me by saying read the threads at the top of the forum - I have.

 

I can't make out what to do. I have made a saber hilt and got it ingame but I would like to create a character model.

 

I anyone can write something up showing how to create a model with caps, weighting, etc. (even a man made out of blocks - don't need any detail).

 

I am basically asking for a get into JK2 tutorial not so much a modelling tutorial. Even if someone could take an existing model and show how tags, caps , weighting, etc. are done

 

Thanks a lot

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Well, caps are easy: you did import the root.xsi, didn't you? Now delete the model, and make your own. Then just drag the caps (called bolt_something and look like triangles) to the correct place for you model.

 

Caps, well, you can have a look at the root.xsi before you deleted all the geometry and see what they are...just remember that the tags have to touch the caps (easiest way is to use the allign tool (alt+a) ).

 

As for the rest, read spacemonkey and my add-on...or just spacemonkey should do...that was all we had :)

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Thanks. I'll give it a try and let you know how it went. If anybody does know of any other tutorials for getting characters into the game, can you post it here.

 

I'll try import the XSI and see if I can get it to work. What about weighting? Don't exactly get what that is. I understand the naming techniques for the body parts.

 

Thanks a lot again for the help

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Weighting is pretty simple. First off read the tutorial in the help menu about skinning. Its quite helpful.

 

Basicallly what weighting is, well youo attaching your mesh to the bones. This is done using a modifier called SKIN. When you open the skin modifier, you see you have a couple of options. edit evenlopes, and add/delete bones. If you model is segemeted then this is quite simple. Pick a segemented mesh and add the modifier. Add the bones that fall right under the mesh. Make sure you account for how the bones move, so you when he moves the seams won't show.

 

The edit evenlope button give you add odd looking oliptical modifier. The oplitical modifer has 2 layers. I usually just used the pinkish one. Then you just pull the point to it covers the specified amount of verts.

 

err.......I hope that covers some BASIC principals

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