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Old 31-07-10, 18:29   #691
$AtlantiB$
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remember- ROOT bone end point should be in 0;0;0 ALWAYS!
( but sometimes this error heppens, for example, when you want to s cale or move armature in EDIT MODE! for exaple you select all bones and move it to an position... after exporting sarmature will back to zero position. i dont know why its heppens(
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Old 31-07-10, 19:44   #692
Ol.a
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I exported Zip with F11 and I renamed the zip.mesh into generic_item.
I converted it again (WITHOUT CHANGES - try it yourself) but
XNALara doesn't load him as generic item.
If I make changes and rename the generic item into zip.mesh, it says that some parts are missing (but they are not).
Can you please find me a way to make changes on Zip?
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Old 31-07-10, 21:28   #693
[Xmas]
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Why do you want to rename Zip to Generic_Item in the first place?
Just convert him to .mesh ascii file, do some changes and convert it back.
Quote:
Originally Posted by Ol.a View Post
If I make changes and rename the generic item into zip.mesh, it says that some parts are missing (but they are not).
Oh I am sorry. I didn't read your post properly. I don't know

Last edited by [Xmas]; 31-07-10 at 21:29.
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Old 01-08-10, 16:32   #694
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Quote:
Originally Posted by [Xmas] View Post
Hello! Thanks for the update!
I have one of my classic "XNA issues" lol
Can you tell me what causes the following thing:

[IMG]http://i32.************/ztuq9s_tn.jpg[/IMG]

I aligned Natla's parent, I used, to fit her legs, body, face and fingers but when I exported her as Generic_Item.ascii,
and imported her back to the Blender, her parent was not aligned correctly. Can you tell me how to fix it?
Thanks
Ich kann nur raten, was das Problem ist, weil ich dein MOD nicht habe.
Because I have not your blender files, I can only guess what is your problem.

Maybe this Problem:
0. Der Root Bone ist nicht im Mittelpunkt des Koordinatensystems. Funktionier gut in Blender.
Works fine in Blender, but the root bone are not in the center !!!!!
[IMG]http://i32.************/wqtwkj_tn.jpg[/IMG]

1. Aber beim Exportieren
After export
[IMG]http://i32.************/ru8xft_tn.jpg[/IMG]

2. Als Generic_Item.mesh.ascii
As Generic_Item.mesh.ascii
[IMG]http://i25.************/23scdj5_tn.jpg[/IMG]

3. Kamera Targets mit AddCameraTargets.exe erzeugt.
and add CameraTargets with my program
[IMG]http://i31.************/dfg2f5_tn.jpg[/IMG]

4. Nach Generic_Item.mesh gewandelt.
converted wit GeMeshAsciiToBin
[IMG]http://i29.************/dc9g02_tn.jpg[/IMG]

5. In XNALara ist alles verschoben.
Bug in XNALara: Bone in the Center, Object not in the center !
[IMG]http://i31.************/35iq2ci_tn.jpg[/IMG]

6. Beim Posen wird alles verzerrt.
Urgly posing :-(
[IMG]http://i32.************/27x02fm_tn.jpg[/IMG]

7. Ein Blick in das Ascii File ;-)
Skeleton automatical in the center
[IMG]http://i31.************/wmea2q_tn.jpg[/IMG]

Dann ist dieses eine Lösung:
Alles selektieren und Object-->Transform-->Center Cursor auswählen.
Then is this the solution:

8. Select all by mesh parts and armature.
Object-->Transform-->Center Cursor
[IMG]http://i30.************/2w3cg78_tn.jpg[/IMG]

9. Ergebniss -- Result
[IMG]http://i32.************/cqd1h_tn.jpg[/IMG]

10. Object-->Transform-->Object Data to Center
[IMG]http://i32.************/302vzv8_tn.jpg[/IMG]

11. Export als MeshAsciiExt
[IMG]http://i25.************/25krm82_tn.jpg[/IMG]

12. Generic_Item.mesh.ascii als Dateinamen wählen.
Use the name Generic_Item.mesh.ascii
[IMG]http://i28.************/29mvr51_tn.jpg[/IMG]

13. Test
[IMG]http://i32.************/2i1hw1z_tn.jpg[/IMG]

14. Funktioniert. -- Works fine
[IMG]http://i31.************/2yu0m5u_tn.jpg[/IMG]

15. Root ist in Blender bei 0,0,0 un in XNALara nicht 0,0,0 ! Aber was solls, hauptsache es funktioniert.

[IMG]http://i28.************/20h4i20_tn.jpg[/IMG]

Quote:
Originally Posted by $AtlantiB$ View Post
remember- ROOT bone end point should be in 0;0;0 ALWAYS!
( but sometimes this error heppens, for example, when you want to scale or move armature in EDIT MODE! for exaple you select all bones and move it to an position... after exporting sarmature will back to zero position. i dont know why its heppens(
Right.

Richtig. Vergrössern oder verschieben nicht in Blender Gewichtete (poseable) Objekte oder Armaturen (Skelette)

Last edited by XNAaraL; 01-08-10 at 17:13.
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Old 01-08-10, 17:04   #695
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Quote:
Originally Posted by Ol.a View Post
I exported Zip with F11 and I renamed the zip.mesh into generic_item.
I converted it again (WITHOUT CHANGES - try it yourself) but
XNALara doesn't load him as generic item.
If I make changes and rename the generic item into zip.mesh, it says that some parts are missing (but they are not).
Can you please find me a way to make changes on Zip?
Hello,
wellcome back.

First case:

Das Verzeichniss darf nicht zip lauten. Umbennen ist nötig ! Zip_ge zum Beispiel.
Rename the folder to a new name, if the mesh are a Generic_Item.mesh
[IMG]http://i28.************/9uqj5c.jpg[/IMG]


Second case:
Wenn der Name Zip.mesh sein soll, dann nicht mit F11 exportieren. Benütze File-->Export as .mesh.ascii
If you want use the filename zip.mesh , then in XNALara File->export .mesh.ascii
[IMG]http://i26.************/35ly9z9.jpg[/IMG]

Last edited by XNAaraL; 01-08-10 at 17:11.
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Old 01-08-10, 19:57   #696
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Default (blender) mini-tutorial 1: split face rig method

hello this is a small tutorial to show an example of a technique i've came up with, which in you can rig model faces faster, please notice: that i don't teach you how to rig the face, i teach how to use my technique.

first step: preperation



it is required to make a copy of your head mesh part before editing it, we are going to use the copied mesh in the future.



next, go into edit mode and be prepared for the next step.

second step: splitting the face into half



ok, in this step, we will split the face to two, to select only half of the face, click "ctrl+left mouse button", and select one half of the face, then, when you make sure you selected even halves, click "ctrl+p" and pick "selected", you will recieve this result:



you should hide the half of the face that you're not going to use, for a more clean work enviroment:



third step: weight painting and mirroring mesh

if your model is a staic model, switch to weight paint mode, and rig the half of the face as you wish, but make sure its well done before progressing:



go back to object mode and select the painted half of the face, and click "shift+D" to dulipicate the mesh, after that, click "ctrl+M+X", to mirror the face, you will recieve this result:



fourth step: final editing and bone weight copy

we are almost over! now, there is the mirrored face part, yes? go to bone weight groups, and change all the group names to the correct side, so the weights won't be the same by accident, for example there's a group labeled as "head mouth corner left" on the mirrored mesh, so you change it to "head mouth corner right", do the same with the rest of the groups, change the left to right and vice versa.

after you've finished that, go back to object mode and pick both meshes and click "ctrl+J" to join the meshes, you can go to edit mode and select the "remove doubles" feature on the seam of the mirrored part.

remember the copy we made of the original static head mesh? we are going to use it now, go back to object mode and select the static mesh and our rigged face mesh, now go to to object>scripts>bone weight copy, like seen here:



now you're done! i hope you will find this method useful and that it will help you with rigging your model's face!

Last edited by Sharon_14; 25-09-10 at 08:43.
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Old 01-08-10, 21:43   #697
$AtlantiB$
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xD i use the same way
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Old 01-08-10, 22:37   #698
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Thanks a lot XNAaraL for the reply!
I will try this one!
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Old 02-08-10, 10:39   #699
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Hey mates... I have a problem that I've never noticed before...

[IMG]http://i30.************/2czyknd.jpg[/IMG]

As you can see, the lips, which are a separate mesh, are not aligned with the face, when I move the head jaw bone... But it rigged everything correctly... (I think )

What do I have to do to correct this?
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Old 02-08-10, 11:22   #700
[Xmas]
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I had a similar issue with Winston's fingers
I think the solution is a same:

Quote:
Originally Posted by XNAaraL View Post
- Select mouth. Hold down the "Shift" button and select face. Join the mesh parts with "Ctrl" + "J".
- Switch to the Edit Mode using "Tab". Set "Rem Double Limits" to 0.000 and press the "Rem Double" button.
- Switch to the Object Mode and separate the mesh parts again.
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