Cinematic Physics In XSI Part 1

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Re: Cinematic Physics In XSI Part 1

Postby Akimine on Sun Feb 01, 2009 5:05 pm

The bone limit is : 128 (127 in fact...)
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Re: Cinematic Physics In XSI Part 1

Postby Fearlezz on Sun Feb 01, 2009 6:27 pm

Heh, I managed to do this, but I cant compile the animation, im not the best with the QC file so any help is appriciated. Here is my QC file

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$modelname cinematicExplosion/cin_debristiles_test.mdl
$cdmaterials models/pump
$surfaceprop "metal"
$scale 3.0
$body studio "cinematicdebristest_ref.smd"
$sequence idle "cinematicdebristest_ref" loop fps 1
$sequence boom "cinematicdebristest_idle" loop fps 15
$collisionmodel "cinematicdebristest_phys.smd" {
$Mass 1
}


When I try to run the sequnece Boom in the model viewer nothing happens, just the model doing nothing. My best guess is that I havent exported or compiled the frames, but how do I do that in XSi=?
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Re: Cinematic Physics In XSI Part 1

Postby Jimmy422 on Mon Feb 02, 2009 3:49 am

"some stretching may occur"
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That's a little more than "some", lol.

How am i supposed to fix this?
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Re: Cinematic Physics In XSI Part 1

Postby S.W.A.T.Y on Mon Feb 02, 2009 5:32 am

thank you, Can I do something like this for tf2?
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Re: Cinematic Physics In XSI Part 1

Postby TicTac on Mon Feb 02, 2009 11:02 pm

Of course you can! Just make the model with tf2's 'style' and then blow it the fuck up >:D

EDIT: lol jimmy :P
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Re: Cinematic Physics In XSI Part 1

Postby S.W.A.T.Y on Tue Feb 03, 2009 4:51 am

I got another question, Do i need to have any experience with Xsi before using this because I have never used it before and I don't know how it works, will this tutorial show me everything I need to know step by step?
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Re: Cinematic Physics In XSI Part 1

Postby TicTac on Tue Feb 03, 2009 8:01 pm

Well, you obviously have to model what you want to be in the animation... but other than that this seems really detailed!
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Re: Cinematic Physics In XSI Part 1

Postby stoopdapoop on Wed Feb 04, 2009 7:00 am

To jimmy (my post):

viewtopic.php?f=14&t=27626

To henri: The only thing that I didn't cover in the tutorial was how to move and scale objects, which takes 2 seconds to learn. Everything else, including every popup and button has a picture associated with it, even repeated actions.

To Fearlezz, click on frame 0 (or 1 depending on which is your first frame) and select all your bones and your mesh and click on This transform button on the right, then click on reset all transforms,

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then re-export as a skeletal animation, that should fix it.

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Re: Cinematic Physics In XSI Part 1

Postby ScarT on Sat Feb 07, 2009 3:55 pm

stoopdapoop wrote:well if you have episode 2, portal, or tf2, then there will be plenty of examples that you can check out in model viewer. Also there were two examples in the youtube video that I posted.

If you can simulate it in XSI, then you can put it in source.

But this thread has a few videos, many of which are in engine.

I am quite aware of this. But I'd like to see something created with XSI ingame. That's why I'm asking.
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Re: Cinematic Physics In XSI Part 1

Postby Black Sheep on Thu Mar 12, 2009 2:02 am

I noticed you have XSI 7
But will this work in the mod tool version?
[img width="400" height="100"]http://i299.photobucket.com/albums/mm300/blacksheep987/ice-sig.png[/img]
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Re: Cinematic Physics In XSI Part 1

Postby stoopdapoop on Thu Mar 12, 2009 3:26 am

yeah, all the options and menus are the same, I think the only difference is the name of the "plot" button.
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Re: Cinematic Physics In XSI Part 1

Postby jonah on Thu Apr 09, 2009 12:59 pm

In order to prevent stretching, envelope every brick separetely. Also, make sure they all have different colors, otherwise it won't work right.
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Re: Cinematic Physics In XSI Part 1

Postby stoopdapoop on Thu Apr 09, 2009 1:03 pm

jonah wrote:In order to prevent stretching, envelope every brick separetely. Also, make sure they all have different colors, otherwise it won't work right.


but that becomes very labor intensive, I think a better fix is to have all the bricks separated by just a little bit, so their corner points don't lie within the same coordinate. or to envelope later in the simulation when all (or most) of the bricks are strewn about.
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Re: Cinematic Physics In XSI Part 1

Postby RC-1290 on Sun Apr 12, 2009 1:18 pm

Would there be any difference if we would just spawn (primitive>)nulls and parent them?
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Re: Cinematic Physics In XSI Part 1

Postby stoopdapoop on Sun Apr 12, 2009 2:42 pm

nope, that'd work too.
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