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If you exported the TRBS for Konoko, then no textures are included.Place meshes zeroed in world, XZ plane is floor.įreeze all transforms, (Zeroing out transform pivot point).Īssign a material, (either Lambert or Phong), to each mesh.Īssign a texture, (only one for enveloped objects), to each mesh.įreeze the geometry, (collapse stack, delete construction history, whatever you like to call it). XSI imported the DAE with the textures, so then I changed the view mode from wireframe to textured. I exported the ONCC for Konoko as DAE, and that gave me the DAE and the textures. However, if you were to freeze the thigh as it were in the above example, then OniSplit will accept that position as the default animation state and when it was imported into Oni, the thigh will probably be pointing up. So basically, OniSplit will take an unwrapped model and "wrap it back up" before importing it to Oni. In the above example, OniSplit will see from the DAE's data that the thigh was rotated 180 degrees on the Y axis and will change it back to 0 rotation. The only time you would freeze the rotation (set the rotation to 0 on all the axis) is when the part is in the proper default animation state. Samoko: If you are rotating the parts just to view them (or modify them) in an unwrapped pose, then you should not freeze the rotation. The mic came from com guy the glasses from Kerr the head from a scientist Here u can see the red parts on Casey's face in the texture map which represent overlapping. Then convert to fbx and continue as Edt said then select them either point by point or by tools -> rectangle select toolĪfter u select them press v or tools -> translate and move them to an empty region of the texture map where u are able to texture them later u can select view -> show overlaps in the texture editor in xsi to see them. in my case the microphone and the back of the head overlapped so if I made the hair blond the mic will have the same texture. Probably the new mesh will have overlapped parts which will make it difficult to texture later. press Alt + 7 or view -> rendering and texturing -> Texture Editor. I will have to add a little something to what u said EdTīefore u convert to fbx. Of course, the TXMP needs to be adjusted of the googles and mic, which I did not. Here is a quick example of taking the googles and mic from the Comguy and putting in on the Fury's head. You can get FBXConverter 2009.3 from here:
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This will clear the modeling history.Įxport the model as FBX (File/Crosswalk/Export FBX) In the dialog box, unselect the Cameras, Lights and Animation options.Ĭonvert the FBX file to DAE using FBXConverter. Using the CONSTRAIN Panel, click on the PARENT button to set the parent child relationship of the the merged part.įinally, in the EDIT panel, click on the FREEZE button. You see the xyz icon appear, this is the current location of the centerpoint for the merged part.Ĭlick on CENTER on the SELECT Panel, then press V to access the move icon, then move the centerpoint to the correct location. Now click on the merged part and press the V key. Rename the merged part to the name of the original. You will get the dialog box, Merge Meshes. Go to the menu and select Model/Poly.Mesh/Merge you will see the xyz icon at the centerpoint. To see the centerpoint, click on the original object then press V. Merge parts and export work around tutorial.īefore you merge any parts take note of the location of the centerpoint of the original part, you will need to set the merged part to the same setting.