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Old 26-08-11, 09:38   #2391
XNAaraL
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Quote:
Originally Posted by TRDaz View Post
Help!?
[IMG]http://i53.************/xaxbwi_tn.png[/IMG]
It was bone weight copied, and it took 1 hour, no joke. The model was the size of the armature then I exported as mesh.ascii and now this happened! Please help!? Do I need to resize the model to the size of the bones because when I try I always do it wrong
Maybe, you has rotate or scale the model inside Blender?

To solve the problem without trouble:
Follow this instructions Scale, rotate or move a poseable model in Blender and rotate the armature (both layers) to matching with the mesh.

Then follow this instruction to turn and scale the model to XNALara convention: Scale or rotate a poseable model inside XNALara - without messing up.

Short description:










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Old 26-08-11, 09:42   #2392
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Originally Posted by Sherringui View Post
I have a problem...
If someone would can help me with the combination... because I don't know what I can do more. I read the tutorials, but isn't work or maybe I don't understand them...
I fix this this day.
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Old 26-08-11, 09:48   #2393
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Originally Posted by TRDaz View Post
Ok I got the model into XNALara and this is what happens
[IMG]http://i56.************/6dwaqh_tn.png[/IMG]
Textures are all black when its ok in Blender:
[IMG]http://i55.************/2uievd2_tn.png[/IMG]
Maybe, you has not all textures inside the MOD directory?

Solution:
Download XPS 10.2 and GeMeshAsciiToBinV2 , AutoTextureV2 and ModPublisherV2 from here: http://*************************/t138-xnalara-981
If your MOD as textures with the extension .png, then move your Generic_Item.mesh.ascii over AutoTextureV2 --- otherwise over GeMeshAsciiToBinV2
Move the result file Generic_Item.mesh over ModPublisherV2, because ModPublisherV2 solve this problem automaticly. Then test the MOD with XPS 10.2 If some textures are missing or some render groups are wrong then XPS show a information window.

Last edited by XNAaraL; 26-08-11 at 09:52.
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Old 26-08-11, 09:57   #2394
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Originally Posted by VictorXD View Post
Ok, I managed to save the straps as an .OBJ file, and then load it into my model. There are no erros, except that it does not move with SPINE UPPER, only with ROOT. Does anyone know how I can assign the straps to move according to spine upper?
In deutsch hier: http://www.tombraiderforums.com/show...&postcount=162
oder hier: http://www.tombraiderforums.com/show...&postcount=269


English language:
Making static objects poseable

Last edited by XNAaraL; 26-08-11 at 09:59.
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Old 26-08-11, 10:43   #2395
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Quote:
Originally Posted by XNAaraL View Post
Maybe, you has rotate or scale the model inside Blender?

To solve the problem without trouble:
Follow this instructions Scale, rotate or move a poseable model in Blender and rotate the armature (both layers) to matching with the mesh.

Then follow this instruction to turn and scale the model to XNALara convention: Scale or rotate a poseable model inside XNALara - without messing up.

Short description:










Thanks I will see if it works EDIT: I cant get it to go correctly, would anyone mind fixing that for me? That is just all I need doing.

Quote:
Originally Posted by XNAaraL View Post
Maybe, you has not all textures inside the MOD directory?

Solution:
Download XPS 10.2 and GeMeshAsciiToBinV2 , AutoTextureV2 and ModPublisherV2 from here: http://*************************/t138-xnalara-981
If your MOD as textures with the extension .png, then move your Generic_Item.mesh.ascii over AutoTextureV2 --- otherwise over GeMeshAsciiToBinV2
Move the result file Generic_Item.mesh over ModPublisherV2, because ModPublisherV2 solve this problem automaticly. Then test the MOD with XPS 10.2 If some textures are missing or some render groups are wrong then XPS show a information window.
I figured out the problem. I didnt type .png at the end of the textures in the mesh.ascii Then the bones were all wrong so I scrapped the model

Last edited by TRDaz; 26-08-11 at 11:23.
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Old 26-08-11, 11:36   #2396
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Quote:
Originally Posted by TRDaz View Post
Thanks I will see if it works EDIT: I cant get it to go correctly, would anyone mind fixing that for me? That is just all I need doing.
Sure, send me the file with PM (Private Message)

Quote:
Originally Posted by TRDaz View Post
I figured out the problem. I didnt type .png at the end of the textures in the mesh.ascii Then the bones were all wrong so I scrapped the model
Thanks for the reply
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Old 26-08-11, 11:56   #2397
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Originally Posted by XNAaraL View Post
Sure, send me the file with PM (Private Message)


Thanks for the reply
Ok

No problem
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Old 26-08-11, 18:40   #2398
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Quote:
Originally Posted by Sherringui View Post
I have a problem, Im trying to combine 2 models but I can't because first model has more bones that second, I deleted that bones but always report same error "bone unused head missing!" and that bone is deleted :/ .
If someone would can help me with the combination... because I don't know what I can do more. I read the tutorials, but isn't work or maybe I don't understand them...

Here is my proyect if someone wants help me.
http://www.sendspace.com/file/14m859

Here is my result: proyect_1_by_Sherringui_XL.zip (9.55 MB) http://www.multiupload.com/GKOEBVBABT
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Old 26-08-11, 19:39   #2399
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OMG OMG OMG, thank you so much!!!!!!!!
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Old 27-08-11, 14:51   #2400
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Sorry for the doble post, but I have a question.
A friend is trying to load one model I made, and she has this error:

[IMG]http://i52.************/24bixpd.jpg[/IMG]

I don't know what happen that, in my pc the model is loaded and works. We use the same XNA Lara version and windows 7

How can she solve the problem??
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