03-02-11, 05:14 | #1491 | |
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Quote:
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03-02-11, 05:23 | #1492 |
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Right, and if an object has only one texture?
When I renamed the hat as 'handgunhandleft' and toggled it on in lara, it crashed. edit: okay, figured it out. Thanks, Ol.a! Last edited by Redgrave; 03-02-11 at 06:10. |
03-02-11, 15:04 | #1493 |
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Help?
"AttributeError: this mesh contains no deform vertices." |
03-02-11, 15:08 | #1494 |
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I don't know the aswer to this, but I think it has happened to me too.
Try to export as mesh.ascii (before bone weight copy) and then import again.. It may help.. |
03-02-11, 18:24 | #1495 | |
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Fehlermeldung: "AttributeError: this mesh contains no deform vertices."
Quote:
And here in my poor englich Use Blender. Enter the [B] Pose [/ B] mode. Move a few bones. Some surfaces will not move along, because the copy function "Bone Weight Copy" has not found some poseable vertices near this one. These non-moving parts, are the "no deform vertices Uses Weigth-Paint or Assign to make it poseable. Done Wechselt in Blender in den Pose-Modus. Bewegt ein paar Knochen. Einige Oberflächen werden sich nicht mitbewegen, weil die Kopier-Funktion "Bone Weight Copy" keine Vertices in dessen Nähe gefunden hat. Diese nicht beweglichen Teile sind die "no deform vertices" Benutzt Weigth-Paint oder Assign. Macht sie so beweglich. Fertig Eine Lösung findet ihr hier [IMG]http://i40.************/20l076x_tn.jpg[/IMG] und hier . [COLOR="DarkRed"]More here [IMG]http://i40.************/20l076x_tn.jpg[/IMG] and here . Last edited by XNAaraL; 04-02-11 at 18:04. |
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03-02-11, 18:29 | #1496 | |
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Okay, thanks. I'll see how it goes. Last edited by dizzydoil; 03-02-11 at 18:42. |
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03-02-11, 18:39 | #1497 |
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Error Message: list.index(x): x not in list
The Blender export script show this error: -- Die Fehlermeldung in Blender
Load any matching skeleton on a new layer. First you have switch the layer: -- Ladet ein intaktes Skelett auf einen neuen Blender Layer wie folgt: Use the version 1.3 importer script -- Daß ihr den neusten Importer benütz, dürfte selbstverständlich sein Display all bone layers. Hold the shift key down and select with the left mouse button the bullet from bone layer 2: -- Alle Knochen einblenden. Haltet die Shift Taste gedrückt und klickt auf den Knopf für den 2. Bone-Layer. Use the outliner to search the missing bone. -- Im "Outliner" Fenster den verloren Knochen im intakten Skelett suchen. Select the bone-head-join point with the right mouse button. Hit <Shift> + <s> to set the 2D cursor to this point. -- Mit der rechten Maustaste den Startpunkt des Knochens selektieren und mit dem grossen S den 2D Marker auf diesen Punkt setzen. Switch to the Layer with your (wrong) MOD and display all bones. -- Wechselt zu dem Layer mit eurem MOD und aktiviert ebenfalls den Layer mit den unsichtbaren "unused" Knochen USe <Shift> <Space Bar> to add a bone at the 2D Marker position. -- Das Menü zum erzeugen eines Knochen an der Stelle des 2D Markers erhaltet ihr mit <Shift>+<Leertaste> Rename the "Bone" to the matching bone name. Use the right parent. Look on the outliner View -- Gibt dem Knochen den Namen aus der Fehlermeldung und verbindet ihn mit dem Vater Knochen. Dessen Namen findet ihr im Layer des intakten Skelettes oder im Outliner-Fenster. Hint: If the missing bone has children, then reparent the children to this new bone. Example: "root hips" -- Wenn der soeben erzeugte Knochen bei dem intakten Skelett "Child" Knochen hat, dann diesen den neuen Knochen als "Parent" geben. Zum Beispiel ist dieses für den "root hips" Knochen nötig ! <- Clicky for fullsize -- Finish -- Last edited by XNAaraL; 03-02-11 at 19:16. |
04-02-11, 14:54 | #1498 |
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Sorry if is the wrong thread, is possible to have a tutorial for make bump maps textures? and how are the parameters that i've to write in the mtl file?
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04-02-11, 18:15 | #1499 | ||
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how to make bump maps? Video: How to create bump maps from color maps in 3ds Max 8 Or paint the bump.map with photoshop. Or use the photoshop filter plugin. Read this. Parameter in the .mtl file: Quote:
Data_Laptop.zip Model.mtl Code:
# map_Kd: diffuse texture # map_Kn: normal texture # Ks: specular amount (default 0.2) # Ka: ambient light (1.0 => shadeless) newmtl MaterialA map_Kd texture2.png map_Kn texture2n.png Ks 0.2 newmtl MaterialB map_Kd texture3.png newmtl MaterialC map_Kd texture2.png Ka 1.0 newmtl MaterialD map_Kd texture1.png Ks 0.25 ModelLoaderObj.cs: Code:
while (true) { string line = file.ReadLine(); if (line == null) { break; } line = line.TrimStart(); if (line.StartsWith("newmtl ")) { material = new Material(); material.name = line.Substring(7).Trim(); materials[material.name] = material; continue; } if (line.StartsWith("map_Kd ")) { if (material != null) { material.textureDiffuse = line.Substring(7).Trim().Replace('/', '\\'); } continue; } if (line.StartsWith("map_Kn ")) { if (material != null) { material.textureNormal = line.Substring(7).Trim().Replace('/', '\\'); } continue; } Use map_Kn texture2n.png without any options! Last edited by XNAaraL; 23-03-12 at 12:48. |
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04-02-11, 18:31 | #1500 |
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really thanks!
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