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Old 24-03-12, 19:03   #2871
XNAaraL
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Originally Posted by Camel70 View Post
XNAaral sup after a long time im here to ask your help once again...

Im testing XPS the version i got was from a user named "fil" on deviant and he's making models exclusively for XPS so i got his models and they opened perfectly but i wanted to modify the models with the classic blender version (the one that most ppl from Xnalara community use).

1st i loaded the model on XPS and then exported as generic item, then ascii, old format, etc.... tried like 5 different exporting combinations and....

when i open the model in blender and the edit is finished i cant export it cuz an error called "list index out of range" appears and not only that, also the model loads in blender without armature, not a single bone.

whats the problem?
I know this BUG having some models, but I has not found the time to change my importer. I has send the solution to tombraider4ever with PM (rename parent id's from root bone). You can ask tombraider4ever, I has not saved the PM. Maybe she make a turorial here. I am out of time.
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Old 24-03-12, 19:21   #2872
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Hi XNAaral


No work here



The same error
Please !
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Old 24-03-12, 21:49   #2873
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@XNAaraL: Your advice was helpful! Thank you

Last edited by Runa; 24-03-12 at 21:52.
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Old 25-03-12, 16:01   #2874
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@XNAaraL: Your advice was helpful! Thank you
Di niente, dovere!
np
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Originally Posted by FearEffect View Post
Please !
I has made this tutorial for you 24-02-12. One day after your request. Before exactly one month.

I has used the same model like you. The Leon model are uploaded by XXMAUROXX http://xxmauroxx.deviantart.com/art/...tion-284227885

I has used W7 64 bit, Blender 2.49b-64 bit, notepad, MeshAsciiExt 1.7 Blender importer and it works fine for me. You can see the result as image.
I has also tested my instructions with Windows XP and Blender 2.49b 32-bit. Works fine.

I don't know what you make wrong.
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Old 25-03-12, 16:48   #2875
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Default Mesh parts move away when posing the model - part 2

[IMG]http://i41.************/nlbvid.jpg[/IMG]

Before the weight painting of the neck and head can be adapted to each other a few preparations are necessary.

The head consists of 11 individual parts. All with the same texture. In XNALara / XPS looks like this:
[IMG]http://i56.************/a281mr.png[/IMG]

Tutorial http://*************************/t32-me...tudio-xps#1518

or like this:
[IMG]http://i44.************/ndveow.jpg[/IMG]
Short Description: http://www.tombraiderforums.com/show...postcount=1386
Tutorial http://www.tombraiderforums.com/show...postcount=1565

Step 1
Join all mesh parts.


Select the first head part with the right mouse button (RMB).


Hold the Shift key down and select with RMB the next head part.
Hold the Shift key down and select with RMB the next head part.
...

Hold the Shift key down and select with RMB the next head part.


If you has elected all head parts, hit CTrl+J and join the selected meshes.


Switch to the local view.


Enter the Edit Mode and split the window. Inside the 2nd window, use the uv-editor view.


Set the vertex distance limit to zero !

Step 2
Weld the mesh parts.

Remove the double vertices. This weld the parts.


Take a look to the material window inside the Object Mode. The new part has 11 materials assigned. All with the same image as texture.


Delete all but one leaving.

Step 3
Fix the UV-Map. If this step are missing, then you can not bake a OA map.

Switch to the Edit mode.
Select all uv's


Hit g y 100


This move the uv map inside the image. Go along the Y axis 100 pixel

========================0


The next tutorial, part 3 will change the topology of the head to the neck. This eliminates also the wrong Weight painting.


||
||
V

Last edited by XNAaraL; 26-03-12 at 06:58.
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Old 25-03-12, 21:58   #2876
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So I'm guessing this is the place for mesh specifics?

In the process of learning what to do, I've noticed in some circumstances I can remove vertices and in others I can only move them.

On some meshes It'd be faster to redraw some of the polygons instead of redrawing them one vertex at a time, but most of the time I try to do that, I get errors when attempting to export to a mesh.ascii. I'm sure there's more that I need to do beside manipulating the mesh. Any hints?
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Old 26-03-12, 06:02   #2877
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Default Blender - Retopology - Non Triangular Faces

Quote:
Originally Posted by ProtocolX27 View Post
So I'm guessing this is the place for mesh specifics?
Right. Welcome.
Quote:
Originally Posted by ProtocolX27 View Post
On some meshes It'd be faster to redraw some of the polygons instead of redrawing them one vertex at a time.
In this case, I recommend to make a Retopology.

Quote:
Originally Posted by ProtocolX27 View Post
but most of the time I try to do that, I get errors when attempting to export to a mesh.ascii. I'm sure there's more that I need to do beside manipulating the mesh. Any hints?
Maybe, the mesh has non-triangular faces. Watch the Blender console.
[IMG]http://i33.************/qqxt7s.jpg[/IMG]
[IMG]http://i34.************/2946qt2.jpg[/IMG]
Frequently Made Mistakes - Part 1: Non Triangular Faces http://www.tombraiderforums.com/show...&postcount=865
Search ==> http://www.tombraiderforums.com/show...postcount=2658

Solution:
Hit Ctrl+T
[IMG]http://i36.************/2s6lv9g.jpg[/IMG]

Maybe you has not used the latest Blender exporter, version 2.2? http://*************************/t18-ge...ture-utility-s
----------------------- german language ----------------------------
Quote:
Originally Posted by ProtocolX27 View Post
Wenn ich bei einem Modell neue Flächen hinzuzufüge, erhalte ich beim Exportieren eine Fehlermeldung.

Irgendwelche Hinweise?
Mein bester Tipp: Zeige die Fehlermeldung aus dem "Blender Konsolen Fenster".

Meine Vermutung: Es wurde vergessen die neuen Flächen mit Strg+T in Dreiecke zu wandeln.


Last edited by XNAaraL; 26-03-12 at 11:12.
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Old 26-03-12, 17:52   #2878
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Default Mesh parts move away when posing the model - part 3

Mesh parts move away when posing the model - part 3

If the topology from head not match with the neck, then the mesh parts move away by posing the model.
We join both parts and combine the wireframe of the mesh at the seams.


Select the head with the RMB.
Hold the shift key down and select the body.


Join the mesh parts.





















Delete the 2nd material.
Enter now never the Edit Mode!!! Otherwise, the Normals are changed. There will be a seam between the head and neck in this case.

Last edited by XNAaraL; 26-03-12 at 18:09.
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Old 26-03-12, 18:45   #2879
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Are you saying... that there is a way to get rid of the seams between meshes in Blender as well?
I will try this as soon as possible!

Thanks for this very tutorial, it is very useful!

(Danke dir! ^_^)

Edit:
Hmm, nope, it didn't work for me. But I didn't merge all the vertices, I just did 'remove doubles'. Perhaps that is the reason? I will try again now with merging, this is more time consuming of course! :-P

Edit 2:
No, it didn't work. I still see the seams. I don't understand why because I didn't go to Edit mode after splitting the meshes again.

Last edited by Love2Raid; 26-03-12 at 19:03.
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Old 27-03-12, 00:16   #2880
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XNAaraL!! thank you

Okay, so mesh editing concept number one understood. So for various bumps I'm essentially trying to smooth them by deleting 'peak' vertices and then rejoining them with a plane. Using LoopTools + Bridge accomplished that, and sure enough I needed to convert to triangles.

So....

I successfully imported into XNALara with one minor mesh change to make sure that it would work, and it did... BUT it dropped an entire texture file into that one space... I still have no experience in using UVWrap, so what would be the simplest tutorial for me on that?

Thanks
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