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Old 01-05-12, 23:13   #411
Love2Raid
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Rotate the .obj -90 degrees on the X-axis. That's what I do. You can rotate it back in XNALara later.
Never manipulate an armature in object mode. If you do, use Ctrl+A to clear changes of position/rotation/scale before you export the model.
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Old 02-05-12, 05:19   #412
XNAaraL
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Quote:
Originally Posted by Love2Raid View Post
Rotate the .obj -90 degrees on the X-axis. That's what I do. You can rotate it back in XNALara later.
Never manipulate an armature in object mode. If you do, use Ctrl+A to clear changes of position/rotation/scale before you export the model.
The opinions are different.
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Originally Posted by banex View Post
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Originally Posted by XNAaraL View Post
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Originally Posted by TheBlackPigeon View Post
Edit mode, gotcha.

And I tried resizing the model's scale, but no dice.

Never, never resize a model with Blender or it messed up in XNALara.

Resize a model with XNALara/XPS
Scale, rotate or move a poseable model in Blender
Why? I always use resize / rotate in Blender and never have problems in XNALara.
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Originally Posted by rexil View Post
Yeah, everything will work fine if you know what you are doing.
Like always select everything before exporting and press ctrl+a, that kind of stuff
II
II
V
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Originally Posted by TheBlackPigeon View Post
OK, I'm still having problems converting the weights to Pyrrha O. They still come out all weird in XNA.
Here's what I'm doing:
...
4. Line up .psk mesh with .obj mesh by rotating 90 degrees. Leave armature lying on floor.
...
Some notes are valuable. Other hints are wasting of time.

Watch the session XNA Limitations http://wiki.blender.org/index.php/Ex...NA#Limitations

Last edited by XNAaraL; 08-05-12 at 11:48.
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Old 02-05-12, 15:32   #413
Runa
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Question: How can I set an accessory (sword, glasses, etc) under "handguns" category? So that I can show it or hide it whenever I want..
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Old 02-05-12, 15:35   #414
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Question: How can I set an accessory (sword, glasses, etc) under "handguns" category? So that I can show it or hide it whenever I want..
Rename the mesh to either:
handgunhandleft
handgunhandright
handgunholsterleft
handgunholsterright

Then save it and convert the .mesh.ascii with AutoTexture, or else it won't work. It will give an error.
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Old 02-05-12, 15:39   #415
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Quote:
Originally Posted by RoxasKennedy View Post
Rename the mesh to either:
handgunhandleft
handgunhandright
handgunholsterleft
handgunholsterright

Then save it and convert the .mesh.ascii with AutoTexture, or else it won't work. It will give an error.
Err.. what is AutoTexture?
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Old 02-05-12, 15:59   #416
RoxasKennedy
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Quote:
Originally Posted by Runa View Post
Err.. what is AutoTexture?
It's an tool that is used if you have texture errors with .mesh.ascii, it's probably somewhere on XNAaraL's forums.
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Old 02-05-12, 16:04   #417
Runa
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Originally Posted by RoxasKennedy View Post
It's an tool that is used if you have texture errors with .mesh.ascii, it's probably somewhere on XNAaraL's forums.
D'ho, I hope to find it, a lof of old links are dead on that forum
Thank you for explanation by the way
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Old 02-05-12, 16:17   #418
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Originally Posted by Runa View Post
D'ho, I hope to find it, a lof of old links are dead on that forum
Thank you for explanation by the way
They're probably dead because the link has incorrect spelling. Something like ww2 and commultiupload and urgh!

Last edited by RoxasKennedy; 02-05-12 at 17:18. Reason: Becuz XNAaraL does not aprove linking >:I
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Old 02-05-12, 16:25   #419
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I dont use AutoTexture, just change the number of textures to 2 and only have diff and norm textures
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Old 02-05-12, 16:40   #420
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Originally Posted by TRDaz View Post
I dont use AutoTexture, just change the number of textures to 2 and only have diff and norm textures
Same here,it's a piece of cake
Didn't even heard of that "autotexture-thing"
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