Since you have the Rhino demo, you should not waste any excess saves on this lesson. If I say "save the file", you just need to do AS IF you saved the file, but when the confirmation box (You have XX Saves left, do you still want to use one?) comes up, you just abort because I've allready saved it... :)

Allright... Edit01 is your model, but I have meshed it clean (read how in the Rhino Help file). I've removed all culinders and alike. No cylinfers or sphere are allowed in the model or it aint gonna work properly. I've exchanged the "hands" with boxes and boxes they will be. Nobody will notice that they are other than boxes if you texture it right. Did you know, by the way that the Big Bertha cannon in game is box that uses a very cheap texturing trick. The bigger barrel will be a bit more rounded, but that's later...

Edit02. Be sure to check into the box on "Snap on grid" in the options window (more on that in the Rhino Help). I had to align everything. Now, when the boxes are meshed, you can activate the movement points and start to edit the model a bit. I've rounded up the thing in the front by dragging the corners in the right directions.

Edit03. I rounded up the big barrel in a similar way and used the "mirror" command on them. Mirror is a button to the left and almost at the bottom and looks like a black and white christmas tree. Highligt the targeted part and click on the bottom. Then click on a corner of the part and click again when you're satisfied with the placement. The waist is done in similar way too.

Edit04. I've rouned up the arms and the body a bit. Dont worry if it looks a bit weird right now with the body box. The box to the left of the model will be the foot. The lower part of the waist is removed, since it will not be seen in the game anyway.

Edit05. I've rounded the foot and added two more boxes that will be the toes. I've mirrored the body box and it's look normal again. I've also rounded the normal barrels a bit (just in case ;) ).

Edit06. I've started to remove faces that will not be seen in game. I explode the parts, delete the excess faces and join the parts again. I've mode out the front blubby a bit to see more clearly what I'm removing. The toes on the foot have been rounded and twisted and the foot is almost ready. If you look at the model from beneath, you'll see that all faces pointing down are removed.

Edit07. The foot is now ready. I've moved out the torso to have a more clear look.

Edit08. The torso is done now and the feet are duplicated and put on place.

Edit09. The model is now complete and the extracting begins. Save the final copy.

Edit10. Move aside the model and move back the parts that are going to be extracted. All parts that are supposed to move relative to each other have to be extracted in several parts.The head for example will probably not move, compared to the torso box, so it goes out in the same part as the torso. Put the part with the cross between the green and red lines in the very middle. Highlight the part and go to File -> Export selected. Then chose .lwo instead on the .3dm and give it a proper name (like Unitname_Torso.lwo).

Edit11. Now delete the exported torso and bring forth one of the barrels. Since they look alike, you don't have to export Left and Right barrel, just a barrel. Since thebbarrel will be turned beneath the arms (it would look very strange if it turned around somewhere else) you put the cross in the turningpoing and then export it as Unitname_barrel.lwo (or something similar... the unitname is just there for YOU to remember).

Edit12. Remove the barrels and continue with the bigger barrel. Still remember to ut the cross within (preferably in the very middle) of the part.

Edit13. Then the waist...

Edit14. One of the legs...

Edit15. And finally the foot...

Do you have 3DO Builder?