VRS v1.0 - CREATING PRIMITIVES

       Another advanced technique for ya. Even though after you do this once or twice it will become second nature. Like I've said before, the better you know VRS and the more familiar with it you become, the easier this stuff gets. This isn't just a matter of a couple button clicks, though.
       Adding a Primitive to your FFXI Model gives you pretty much new toys to play with. Remember all those basic shapes you used to play around with while you were sleeping in Geometry Class? Me too! That's what you can add to your Model. Everything from a Cube to a Tetrahedron, or D-20 shape to you D&D-erz. There's a certain process to follow, though, if you want them to Export properly, so take your Blue Pill and follow along.

  1. Open VRS and your Model, as usual.
  2. Go ahead and select your main Model File in the structural Drawing window.

  3. Now, on your Primitive Tool Box, select the shape you would like to add. For me, I'll add a Sphere so I can turn it into a spiky tail ball later on in Meta.

  4. A couple things to note here. You'll be given Size options as well as Partition options. For Size, 1 is equal to griggin' huge. For Partitions, it updates in the window, so just make it as complex as you want. More Vertices = more detail = longer Exporting time.

  5. And this is what we end up with. A huge wireframe shape sitting on top of your Model. You'll also notice in your Structural Drawing window that a new "Mesh" has been created under your main Model. From here on out, this "Mesh" Object needs to be selected for the process to work properly.
  6. No problems, though. Open up your Coordinate Toolbar.

  7. From here, you can do a quick resizing of it with the Scale options as well as move it away from your Model with the Move options. Pure magic.
  8. Now, in your Operation Toolbox you want to select Multi-Select. In your Object Toolbox you need to select Polygons.

  9. Once again, at this time you should have Rear Indication turned on so that you pick up the Objects behind you view also.
  10. Select all of the Polygons of the Primitive.

  11. That's what you'll end up with. A blue colored Primitive.
  12. Now go up to the New File Menu and click the Create Material option.

  13. Go back to your Structural Drawing and make sure that the "Mesh" is selected. Then go back to New and hit the Create Texture option.

  14. You're halfway done. Take a look at your Structural Drawing window.

  15. Now you have not just a "Mesh" Object but an actual Model Object.
  16. You've just succeeded in adding a Texture and Material to the Polygons on your Model, but now you need to configure the Texture so you can remap the UV later with ease.
  17. Select the New Texture in the Structural Drawing window and go up to the View File Menu and click Open Texture.

  18. Open Texture Window
    • Picture - I'm not sure what the Unevenness is, so just leave it as Picture.
    • Mapping (Projection) - This should match the Primitive you added. Use the Coordinate options for Cubes, while the other options work for other shapes.
    • Direction - The starting point for your Texture. Using default won't hurt you since you'll be remapping it later anyway.
    • Picture - For Exporting purposes you need to pick the default Texture of your main Model. After that, you can choose how much of the Texture you want mapped onto it using the X and Y Coordinates. You can make this as big as the Texure or a certain size and position for ease of finding during UV Remapping.
    • Bottom Options - Don't have any idea what they do.
  19. Now that you've set your Texture options, you should have something like this in your Spatial Figure window.

  20. You can see that your Primitive now has a Texture. Don't worry about the dead space. It's a VRS thing.
  21. Now, we can't have a Model that's not attached to a Skeleton can we? If you answered "yes", you need to go get some Crayons and a Coloring Book or something.
  22. In your Operations Toolbox select Multi-Select. In your Object Toolbox, select Vertex.

  23. Now, on your Primitive and only your Primitive, select all of the Vertices.

  24. Now open up your Skeletal Weight window and set all of them to an easy weight to change later. At this time, you're not setting them to specific body weights because you don't even know how it will work once you get it resized, reshaped, and replaced. Just settle for one weight for Exporting purposes.

  25. Ready to be done? Check your Structural Drawing window. The Primitive needs a name.
  26. To make it successfully combine with the main Model, you need to give it the name within the <Brackets>.

  27. After you've renamed your Primitive, select the main Model once more.

  28. Now you can Export your Model successfully and monkey around with your Primitive using Meta or something easier to use.


©2006 Grumpy Rarab Ltd.