where to put the nulls when modeling in XSI

I've done a bunch of searching and can't figure out where to put the nulls on the model.  Do you put them where you want the effect to be?  For example, put the null where the exhuast should come out.  Also do you merge them with your mesh or when you save as xsi they will be where they should be.  I'm just confused.

 

Thanks.

adam

5,044 views 6 replies
Reply #1 Top

Yeah! I also find the discriptions in the documentation a little hard to interprite at times.

  Yes you do position the nulls where the effect is to be, as well you will need to orientate them so the effect will go in the correct direction. When you create the nulls they are positioned at the origin (0 x, 0 y, 0 z). Select the null in the explorer and use the transform tools to position it and orientate it (c and v keys). The z axis is the direction the effect will go. You can get an arrow to show the direction if you want by going to the property editor by pressing "enter" with your null selected, then change the "shadow display Icon" to "Arrow". The blue arrow that appears on your null is the direction the effect will go. Adjust it with the rotation tranform tool (c key) making sure that "local" is set on the transform modes.

 You dont need to merge the nulls but you should "freeze all tranforms" by clicking on the "Transform" tab and in the box that pops up select "freeze all transforms". I don't think it is possible to merge them to your model, I guess thats what convertdata XSI doe's in a way.

Hope that helps out. If not, sorry I arn't real good at explaining things.

Reply #2 Top

Thanks for the reply that the answer I was looking for.  Also do you change the name of the null to what you want it as?  Like Weapon-0.  Because when you do this, you can only have one of each.  Thanks.

Reply #3 Top

 Yes, change the name from "null" to "ability", "weapon", "exhaust" and so on. Don't forget to add the prefix eg. "P001- weapon-0". If you want to have several weapons of the same type, say for example 3 Autocannon weapons on you model, make 3 nulls. The first 1 call "P001-weapon-0", then position it where you would like it on your model. The 2nd call "P002-weapon-0", then put that where you want it. The 3rd will be "P003-weapon-0".

 Remember that you have, in this examples case, alocated "Autocannons" to weapon-0. So in the entity file for the ship you will need to make the first weapon "Autocannon". So on and so forth to the other weapon types you alocate to weapon-#. (You are allowed 3 weapon types, each of which can have numerous weapons).

Also take into account you only have a certain amount of nulls that can be allocated to a ship all up, and some of these must be used(Center for eg.). I think for capitals it is 60, I'm not sure about frigates.

Reply #4 Top

So I need other nulls for other things, like center?  What other ones do I need besides weapons, exhaust, and abilities?  What do they need to be called and where to put them?  Thanks.

Reply #5 Top

the only other one I can think of is that of hangar points. These are used to make the SC spawning look 'pretty', so that they don't spawn out of the middle of a ship.

Reply #6 Top

I have 3d studio max 2010 also and I was wondering what are the nulls called in it?