Pilot Issues

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Vadam
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Re: Pilot Issues

Post by Vadam »

Well yeah, but I was wondering if you knew the issue based on that information because thats all I can really give without explaining/showing every single part of the model and asking if thats the problem. Eventually when a problem becomes too much of a hassle I just bite the bullet and move on.
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Re: Pilot Issues

Post by MrTwosheds »

Link to the xsi if you want some help debuging it.
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Re: Pilot Issues

Post by General BlackDragon »

^ this.
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Re: Pilot Issues

Post by Vadam »

I usually just ask for help on how to do things on my own, because I prefer not to sound like "u guyz do it for me, lol." But if you wanna look it over then be my guest.

Here is the first one that leans to the side if you're interested

http://www.mediafire.com/view/249egk6f4 ... o_skel.xsi

And here is the second

http://www.mediafire.com/view/7jp97dqc9 ... _skel2.xsi
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Re: Pilot Issues

Post by General BlackDragon »

The 2nd model is all one piece, so there's no feet or anything to move / animate.

Not sure why its hanging game, could be lack of hardpoints.
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Re: Pilot Issues

Post by MrTwosheds »

1
hp_eyepoin should be hp_eyepoint
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Re: Pilot Issues

Post by Vadam »

I thought if I just modified the pilot ODF to point to "eyepoin" instead of "eyepoint" then it wouldn't be a problem
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Re: Pilot Issues

Post by General BlackDragon »

No, the ENGINE looks for hp_eyepoint to set your user's camera at. If it is non-existant, crafts will have ....issues. MP will get asset kicks if a client joins in a ship with no eyepoint, (or used to atleast), and it will default to the hp_com? or root of model, but there may be other side effects.
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Re: Pilot Issues

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I don't know why the second one uploaded as one object. Try this one

https://www.mediafire.com/?gkd4463vf7t457i
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Re: Pilot Issues

Post by General BlackDragon »

hp_eyepoint_ is the name in that one. :-/

Also this pilot model is flat on his face :D
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Re: Pilot Issues

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I realized that, so I changed it to eyepoint in both models and they work slightly better, like the first pilot's aim doesn't screw up anymore. Between 3D Exploration, the Blender extention, X2XSI, and Threed, the models do crazy things for each program when I export it.

For the second pilot when exported as XSI:

3D Exploration puts it face down

The Blender extension causes the model to flip over and the head to be floating over the model

Threed doesn't even display the model when opened

X2XSI seems reliable enough. What I'll usually do is use 3D Exploration to save the file as X, and then use X2XSI. It doesn't rotate 90 degrees when I export it as X. Do you know which part of the first pilot's pivots is causing the tipping?
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Re: Pilot Issues

Post by General BlackDragon »

Threed is crap, never save a model in threed. Only use Threed to VIEW a model (which as u can tell doesn't work, your better off opening it with 3d Exploration to view it)

not sure.

Also, 3d Exploration > saving as 3ds cuts off names of pieces too long, such as the t off the end of "hp_eyepoint" and etc.

Also, there may be options in 3d Exploration responsible for rotating the model. Try changing the options on exporting. (local matrix maybe? or rotate model?)
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Re: Pilot Issues

Post by MrTwosheds »

here's a tip, bz2 only reads model data from the First _Skel.xsi the others only exist to hold the different animations.
So you only need to get the main xsi mesh build working in bz2edit. Then paste the different animations into copies of it.
This greatly simplifies the process of exporting the different models and their animations.
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Re: Pilot Issues

Post by General BlackDragon »

True. Note: the name doesn't have to be _skel, it's just whatever is in the "geometryName" in the ODF, is the name of the mesh BZ2 generates. Animations are built into this mesh.

_skel is just the naming convention BZ2 creators used for the root model of SI Envelope animated models. (Scions, Pilots)
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Re: Pilot Issues

Post by Vadam »

So if I wanted a new pilot to just move like a scion all I would need is the skel for the model, right?
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