View Full Version : I have a question about the root.xsi thing.

06-18-2002, 03:19 PM
Okay, I've understood most of the stuff about modeling and fitting

the root.xsi around a player model. Only one problem.......

after I deleted all of the parts that were supposed to be deleted

and left the skeleton, the skeleton ends up being taller than

my player model. Am I supposed to rescale the skeleton or

what? And one more question: When your supposed to assign

the bones to a certain body part, do I use the "select and link"

button in 3ds Max to tell which part goes to which bone?

Anavel Gato
06-18-2002, 04:39 PM
I read a great many times that you are supposed to scale/adjust your model so that it fits the skeleton. This should supposebly prevent deformations in the end.

For the rest I suggest you read Spacemonkey's tutoril on how to get a model into JK2. You can download it here....

Lord -=[FBF]=-
06-18-2002, 07:51 PM
and its also in the Raven Tools V2, if u have that already

06-19-2002, 07:52 AM
Okay, I've tried, I've tried, I've tried, and I've tried. But I keep
failing to understand the entire process with getting characters
into the game. I am just too f****ng stupid to get the idea
of what to do. Hell! I can't even understand what it means to
get that model around that goddamn root.xsi thing. I tried
to fit it around it, but the skeleton's arms and stuff were too
long. So, I rescaled my model to try to make it fit despite the
fact I didn't think that was a good idea since I had started my
player model off of two other body parts from the JO players
directory. I had figured that it would have already been the
correct size for a character model. Then I have the problem with
weighing the mesh and adding bones to certain parts. What the
hell is that all about? I am completely at a loss to understand
this whole thing now.

I guess what I'm trying to say is: Somebody else just needs to
download the .max files and try to get it into the game. I'm sure
somebody else could get it into the game. I'll get the .max files
on a link today. I also need someone to try to get the textures
to work. I'm having a major problem with that to.

P.S.: Being a n00b sucks.

Sniper Wolf
06-19-2002, 08:07 AM
It is true that 3dsmax is a fairly complicated program and requires a lot of critical thinking and application but after time you are able to hone your skills. Just be patient and perhaps fool around with move, rotate and scale tools (and not just the regular ones, the extras too) and remember the key to making a great model (or moving and scaling one) is that it is not a one step process. And save your model constantly. If you get an effect you don't like and you can't undo it, you'll be able to load from just a short time ago. Just hit ctrl + s (it is a macro for save) time to time. Trust me on these hints, I've just used 3dsmax for 2 or 3 weeks and I've gotten much farther with a patient outlook on the whole modeling process. Hope this has helped you or at least calmed your nerves a bit :D Good luck!
- Wolf :jawa

06-19-2002, 10:19 AM
Okay, I'll try "playing around" with it. But I do have two major
questions that need answered:

1.)What do you do to get a number on how many polys your
model has in all in 3ds max 4?

2.)Why is the root .xsi's arms and legs longer than my model's
when I did start my model off of 2 body parts that had been
already made and were in the game? And why is the animation
skeleton's legs looking like they are positioned to be sitting
instead of standing? Am I supposed to move those parts into
a standing position or what?

aL BeasTie
06-19-2002, 06:35 PM
1. under the Tools Tab - (right hand side, icon i a hammer)
click More... and chose the PolyCount Tool

2. when you import the root.xsi in 3dsmax after you select the model file your importing you'll get a selection box UNTICK the box that says "Meshes" now it will import root.xsi without the meshes and you'll just have the bones.

I hope this helps some