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Jora custov

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  1. Creating a playermodel by XSI mod tool 7.5

     

    We need this programs and files

    1.Autodesk Softimage Mod Tool
    2. SDK Academy
     

     
    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
    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:
    index1.png

    5. Import .obj modelfile
    index2.png

    6. Now
    index3.png

    7. Highlight all modelparts by Scene menu
    index4.png

    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:
    image001ee91.png
    Or use Scene menu and highlight bones from Envelope Operators pop.

    9. Right click and set this.
    index5.png

    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:
    index6.png
    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.

    image001ee9.png
    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
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