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Old 18-12-12, 22:15   #3061
Hairhelmet12
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Okay, here it is.

It's probably something ridiculously simple, and I'm just an idiot. :I

Last edited by Hairhelmet12; 18-12-12 at 22:50.
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Old 18-12-12, 22:40   #3062
Ol.a
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I don't understand..
The mesh you sent me has only 96 bones
[IMG]http://i46.************/sbhbmr.jpg[/IMG]

and it loads fine in XNALara..
[IMG]http://i49.************/25tu3xf.png[/IMG]

But I gotta warn you:
You have moved the skeleton or the model when you first opened it,
(NEVER do that!)
and the posing is a nightmare.
You have to do it again.
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Old 18-12-12, 22:42   #3063
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Ohhh crap. I guess I'll start over then. Thanks for the help.
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Old 19-12-12, 00:47   #3064
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Okay I remade him, and he's actually better than before.

But now I get this error:



Jesus I'm so bad at this, why do i even try.

Last edited by Hairhelmet12; 19-12-12 at 06:24.
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Old 19-12-12, 06:41   #3065
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Your Blender exporter is version 1.x

The latest Blender to XNALara/XPS exporter is version 2.3 http://xnaaral.deviantart.com/favour...80963#/d35po6o


EDIT:

Quote:
Originally Posted by Hairhelmet12 View Post
Okay I remade him, and he's actually better than before.

But now I get this error:



Jesus I'm so bad at this, why do i even try.
The same problem like:
Quote:
Originally Posted by Hairhelmet12 View Post
I mixed two different models, and I went to export it and it gave me an error:



Anyone help me out? :\
Please, please make a screen from your outliner window!!!! Like the window on the right side of this screen.


Do not remove the vertex groups! You waste your time. Make a screen from the outliner window, and I can made a quickly troubleshoot!

Last edited by XNAaraL; 19-12-12 at 07:24. Reason: 7 no1curr left to 3,000 posts
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Old 19-12-12, 07:09   #3066
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How do I get that window open?
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Old 19-12-12, 07:15   #3067
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Quote:
Originally Posted by Hairhelmet12 View Post
How do I get that window open?
http://www.blender.org/development/r...235a/outliner/
  1. Move the mouse over the upper border of the main window
  2. Press the right mouse button
  3. Choose "Split Area" and press the left mouse button.
  4. Click on the icon on the left bottom corner
  5. choose the symbol which are show in my screen

OR Select the armature with the right mouse button

ALT+SHIFT+F9

EDIT 1:


And choose "Show active" -- Numpad .

EDIT 2:


And choose "View-->Show all"

Last edited by XNAaraL; 19-12-12 at 07:36. Reason: 6 no1curr left to 3,000 posts :(
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Old 19-12-12, 07:21   #3068
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Okay, this is what I got.

Last edited by Hairhelmet12; 19-12-12 at 07:25.
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Old 19-12-12, 07:40   #3069
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View-->Show all



Bone names are case sensitive. XNALara requires all names lowercase (command menu, like mirror pose, issue)

The problem here:
The bone name "LeftShoulder" are not equal the name "arm left shoulder 1"
You can rename the bone name inside the outliner window from "arm left shoulder 1" to LeftShoulder by CTL+LMB on the name and changing it.
...
...
The model have a mesh part name which contains the underscore sign '_' which is a field separator. Rename 7_LO3HOUTAI_BACK.tga to 7_LO3HOUTAI-BACK.tga
...
The mesh parts belts, boots and trousers has no render groups . Therfore, this parts are invisible inside the vanilla XNALara 9.7.8
...
The mesh part with the name 2_wristleather exist 2 times. After exporting this mode from XNALara with F11, one of this parts are removed.
...
...
http://www.tombraiderforums.com/show...postcount=3046
The root joint must be in the center of the ground plane and the figure must be standing on the floor.
...


Wait 15 minutes ... XPS-->Modify-->Load Generic_Item-->Generic_Item.mesh.ascii solve the most problems


Done.



The same model modified with XPS 10.9.4-->Modify-->Smooth mesh part-->2_trousers -- render with BLOOM



Und das ganze mit Texturen:


+++++++++++++++++ german language ++++++++++++++++++++
Wenn Ihr eine Kombination von 2 Modellen mit Blender erstellt, dann ist es wichtig dass beide Armaturen die gleichen Namen fuer Knochen verwenden!
Love2Raid hat hier eine Liste mit der XNALara Notation gemacht.
Benennt die Knochen um vor dem "mergen"!

Falls beim Exportieren einige Vertices der Oberflaeche mit Knochen verbunden sind, und diese Namen in der Armature fehlen, dann bricht der Exporter mit einer Fehlermeldung ab. "Mesh part 7_LO3HOUTAI_BACK.tga benutzt einen nicht vorhandenen Knochen mit dem Namen LeftShoulder"

Das Loeschen der "Vertex Gruppe" mit dem Namen "LeftShoulder" wird das "Skinning" verschlechtern. Entweder benennt die entsprechenden "Vertex Gruppen" um. In diesem Falle nach "arm left shoulder 1" ... oder renamed den Knochen der Armature. Letzteres geht am schnellsten mit Strg+LMB im "Outliner Fenster" ALT+SHIFT+F9

Unterstriche im Mesh-Namen, fehlende Render Gruppen Nummern, nicht eindeutige Mesh-Namen usw sollten fuer euch keine Probleme mehr sein. XPS behebt die meisten Fehler beim Laden der .mesh.ascii Datei.

Last edited by XNAaraL; 20-12-12 at 18:28. Reason: 5 no1curr left to 3,000 posts :(
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Old 25-12-12, 23:32   #3070
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hallo ich brauche hilfe
undzwar wenn ich in XPS mesh modde und es dann als generic.item.mesh.ascii exportiere ,es anschließend in blender öffne ,sehe ich nur Bones ,,was mach ich da falsch oder was muss ich tun damit ich auch die meshes in blender sehe???
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