30-04-12, 20:30 | #2931 |
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I'm having an issue with importing an XNALara model into blender, here's what it says....
XNAaraL v1.4 unused spine upper - unused head eyelid upper - unused head eyelid lower + cyclic unused arm right should twist Traceback <most recent call last>: File "c:\users\sams club\AppData\Roaming\Blender Foundation\Blender\.blender\scripts\ImportMeshAsci iExtended.py", line 50, in Import ImportMesh<file, boneCount > 0> File "C:\Users\sams club\AppData\Roaming\Blender Foundation\Blender\.blender\scripts\ImportMeshAsci iExtended.py", line 376, in ImportMesh mesh.assignVertsToGroup<vrtxList[i][0], [vrtxList[i][2]], vertxList[i][1], Me AttributeError: group does not exist! Last edited by Jrf12391; 30-04-12 at 20:33. |
01-05-12, 13:12 | #2932 | |
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DOWNLOAD LINK http://*************************/t18-ge...ture-utility-s You has used version 1.4 The tutorial are here. Blender -- mesh.assignVertsToGroup() AttributeError: group does not exist! Short description:
Last edited by XNAaraL; 08-05-12 at 07:21. |
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09-05-12, 05:33 | #2933 | ||||||
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Blender Texture Paint Mode -- Blender Make seamless textures
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First way - Blender Texture Paint Mode 1th Step
2nd Step Blender Texture Paint Mode
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Tutorial: http://www.tombraiderforums.com/show...0&postcount=78 Second method - Change the UV Map OR you can use this way: Step by step instructions http://www.tombraiderforums.com/show...&postcount=471 [IMG]http://i43.************/qrasso.jpg[/IMG] The third possibility -- Blender Projection Painting Quote:
The fourth variant. XPS -- The latest tutorial. Login and Download the file NormalCopy_files.zip (19.99 MB) with 55 step by step images, because the image hoster are down for ever http://*************************/t32-me...tudio-xps#1518 The 5th variant. With 3ds max Quote:
6. way - ZBrush ZAppLink & Photoshop 7. ZBrush Spotlight Optimized Texturing in Zbrush 4 Part 1 of 2 Optimized Texturing in Zbrush 4 Part 2 of 2 Last edited by XNAaraL; 09-05-12 at 17:46. |
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09-05-12, 17:37 | #2934 |
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Wow, that's quite the collection of possible ways.
Thank you so much for this summary. Very helpful indeed. Haven't had time yet to see which of these options works best for the models I'm working on, but I'll definitely check them all. Thanks again my friend! edit: I will let you know which of these options suits my liking best. Last edited by ST4RG4ZER; 09-05-12 at 17:42. |
09-05-12, 18:00 | #2935 |
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Nathlose Texture Übergänge --- Saubere Übergänge zwischen verschiedenen Mesh's
Thanks It's always interesting what are the main stream.
- I prefer mostly 1 (Blender Texture Paint) and 4 (XPS) - The best way in my opinion is 6 or 7 (Projection painting). Zbrush is unfortunately commercially, but cheap. A 30 day trival version are available http://www.pixologic.com/zbrush . <--> Blender since v2.5 has roughly the same functionality with method 3 - Method 2 (change the UV map) need many time. ??? If the seams are between different mesh parts, then only method 4 (XPS pre version) and 5 (3ds Max) works. -- Or you have to create a new texture and UV map. -------------------- german language --------------- - Ich bevorzuge um Textur Übergänge bei MOD's zu verbergen immer noch den "Texture Paint" Modus von Blender http://www.tombraiderforums.com/show...0&postcount=78 bzw meine XNALara - araL Erweiterung XPS. - Für neue Modelle benutze Ich ZBrush. - Die UV-Map muss nur selten verändert werden. Die Abwicklung sollte Verzehrungs frei sein. Die Lage der Abwicklung sollte der Pose entsprechen, in der das Modell meistens zu sehen ist (Wichtig besonderst für Bump Maps !) Die UV-Map sollte zusammenhängend sein. (Dies war bei diesem Modell nicht der Fall. ! Um die Übergänge zwischen 2 verschiedenen Mesh Parts zu glätten ist es nötig die "Normale" anzugleichen. Benutzen beide Mesh Parts verschiedene Texturen, dann ist dieses (für XNALara Modelle) nur mit XPS oder "Autodesks 3ds Max" möglich. -- Falls man nicht eine neue Texture und UV-Map erstellen will. Last edited by XNAaraL; 09-05-12 at 18:13. |
10-05-12, 03:26 | #2936 |
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Joined: Mar 2012
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Since I'm trying to cover up a seam between 2 different meshes and since 3ds max is giving me a headache I was going to try method 4 following your tutorial found here:
http://*************************/t32-me...tudio-xps#1517 But there's no "visible" button, no "skinning" or "skinning only exact" etc. to be found anywhere in the release of XPS I downloaded which is the most recent version. edit: Your tutorial states I'd need XPS version 5.7 which I can't seem to find a link for anywhere. Or am I just missing something? Last edited by ST4RG4ZER; 10-05-12 at 03:41. |
10-05-12, 04:54 | #2937 |
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Right. XPS version 5.7 - May 2009 I have never distributed publicly, because it was not allowed by Dusan at this time. This preview version contains many features which I have not yet integrated into the current version XPS. "Auto rigging", "Auto skinning", "Bone weight copy", "Merge (combine) 2 figures", "Recalculate Normals" ... The effort to integrate these functions takes a long time, because the internal design of my application and Dusan's code are very different. I've only included what was demanded. And every time I was insulted then. Most of the same people who have request the functionality. Generic character, shadows, animation, optional items, move more then 1 figure along ...
Few people have received in recent times this old version. Last edited by XNAaraL; 10-05-12 at 04:56. |
10-05-12, 11:45 | #2938 |
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I have these Spikes by Scrat and they arent in the Center
http://www.tombraiderforums.com/show...postcount=1884 http://www.sendspace.com/file/9bdon1 I Import it to Blender as .obj then i Center it, i Export it with No problem, but when i go to XPS its Invisible. I Import again as .obj Extended, then Export it. i open it in XPS and i get Error No .mtl Last edited by daventry; 10-05-12 at 11:49. |
10-05-12, 12:41 | #2939 | |
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10-05-12, 12:52 | #2940 | |
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BTW: You know, if you import the model as .obj to Blender and export it as Generic_Item.mesh, then the mesh part names need a matching Render Group number? Last edited by XNAaraL; 10-05-12 at 13:02. |
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