Creating a playermodel by XSI mod tool 7.5
We need this programs and files
1.Autodesk Softimage Mod Tool
2. SDK Academy
https://jkhub.org/files/file/1137-jedi-academy-sdk/
3. Jedi Academy skeleton:
https://jkhub.org/files/file/1492-softimage-jedi-academy-character-skeleton/
Now:
1. You created any character model and divide to this parts
http://i.piccy.info/i7/42ad4f361284a41270386ba47f2134f1/1-5-8299/23985968/Scheme.jpg
Head
Torso
R_arm
R_hand
L_arm
L_hand
Hips
R_leg
L_leg
2. Export to obj.
3. Оpen XSI, File / Open, and open skeleton.exp file
4. You see it:
5. Import .obj modelfile
6. Now
7. Highlight all modelparts by Scene menu
7. Change Textured Decal to Wireframe for easiest highlight.
8. Press envelope / set envelope menu, (Change option Model to Animate in left upper corner of windowl) and highlight only blue bones
Our necessary bones on the pic:
Or use Scene menu and highlight bones from Envelope Operators pop.
9. Right click and set this.
10. Press Shift + H(unhide all), then press numpad 8. You see the window.
Go to model_root / mesh_root /stupidtriangle_off, and you see tags.
For object link just drag one object to another.
11. Now:
bolt_l_leg_calf
bolt_l_leg_cap_hips
bolt_l_leg_foot
l_leg_cap_hips_off
-highlight and link to l_leg
bolt_r_leg_calf
bolt_r_leg_cap_hips
bolt_r_leg_foot
r_leg_cap_hips_off
-highlight and link to r_leg
bolt_head_back
bolt_head_cap_torso
bolt_head_eyes
bolt_head_front
bolt_head_left
bolt_head_right
bolt_head_top
head_cap_torso_off
--highlight and link to head
bolt_l_hand
bolt_l_hand_cap_l_arm
l_hand_cap_learn_off
--highlight and link to l_hand
bolt_r_hand
bolt_r_hand_cap_r_arm
r_hand_cap_r_arm_off
--highlight and link to r_hand
bolt_r_arm_cap_r_hand
bolt_r_arm_cap_torso
bolt_r_arm_elbow
r_arm_cap_r_hand_off
r_arm_cap_torso_off
r_hand
--highlight and link to r_arm
bolt_l_arm_cap_hand
bolt_l_arm_cap_torso
bolt_l_arm_elbow
l_arm_cap_l_hand_off
l_arm_cap_torso_off
l_hand
--highlight and link to l_arm
bolt_back
bolt_chestg
bolt_hip_bl
bolt_hip_br
bolt_hip_fl
bolt_hip_fr
bolt_hip_l
bolt_hip_r
bolt_lchest_l
bolt_lchest_r
bolt_shldr_l
bolt_shldr_r
bolt_torso_cap_head
bolt_torso_cap_hips
bolt_torso_cap_l_arm
bolt_torso_cap_r_arm
bolt_uchest_l
bolt_uchest_r
torso_cap_head_off
torso_cap_hips_off
torso_cap_l_arm_off
torso_cap_r_arm_off
head
l_arm
r_arm
--highlight and link to torso
bolt_hips_cap_l_leg
bolt_hips_cap_r_leg
bolt_hips_cap_torso
bolt_hips_l_knee
bolt_hips_r_knee
hips_cap_l_leg_off
hips_cap_r_leg_off
hips_cap_torso_off
torso
l_leg
r_leg
--highlight and link to hips
hips
--highlight and link to stupidtriangle_off
stupidtriangle_off
--highlight and link to mesh_root
mesh_root
--highlight and link to model_root
Then export your scene to XSI and name exported file root.xsi
Below settings.
13. Now we write car file. Called it model.car.
This file contents:
$aseanimgrabinit
$aseanimgrab_gla models/players/_humanoid/_humanoid.gla
$aseanimgrabfinalize
$aseanimconvertmdx_noask models/players/yourmodel/root –makeskin -losedupverts
You must install SDK Otcast before it. Paste _humanoid folder with GLA and CFG files from assets0.pk3 to SDK /base/models/players folder
Then create base/models/players/yourmodel/ folder
And paste to this folder model.car and root.xsi
14. Open model.car file by carcass.exe and receive GLM file. Then write model_default.skin file, pack to pk3, copy to base and viola
Below videotutorial in english
Description: Trinity from the Matrix movies Developed time: 1 month Now supported "m 1" "m 2" skin Used soft: 3dmax 7.0, Milkshape 1.7.8, Photoshop 6.0, SDK JA This is my four JA model.From Matrix with love bugaga!