Hi IG! Thank you very much for the good job creation 3D-tutorial!
- if you attaching new part to the BOD "Skeleton-system" it's necessary to control the direction of the coordinate axes in the pivot of this part. Examples of this control are given in the R3D-tutorial;
- if you need to scale attached part, you must select this part and press 'Reset XForm' button after the scaling;
- if you want that a new attached part could be adapted wounded textures and cut in the game, you must to mark polygons of this part by 'smoothing groups' numbers. The R3D-tutorial also provides information on this subject. You can see my post and the meshes of the original BOD-characters with this marking (see the page 49);
- as I understand, in order to cut in the game correctly (with effect of blood), it's need that the mesh have "slices" polygons (with wounded textures):
The number of smoothing groups of this polygons must be 0 (no number) in mesh from Blade_Skin group and number 32 in mesh from the Blade_Mutilations group. This is different from the R3D-tutorial, but original BOD-models were made by this way.
- if you want to use new model as Enemy or PlayerPerson in the game, it's need that this model has parts with next names:
'Center' - the root 'bone' of the model;
'Head' - anchor named 'ViewPoint' must be linked to this part;
'R_Foot' and 'L_Foot' - to my mind this names of parts is need to correct position of character on the 'floor' in the game.
For examle, even Spidersmall model have these parts: