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Old 27-04-12, 18:33   #2921
ProtocolX27
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Quote:
Originally Posted by XNAaraL View Post
Oh I understand.
  • 'X' and 'Y' represent nothing when there is no mini bump map. You can use any value. XNALara/XPS ignore this value.
  • 'S' represent nothing when there is no shading.

You can write:
7_meshName
7_meshName_0.1
7_meshName_0.1_0_0
which is the best, because now you can add camera targets behind. ==> 7_meshName_0.1_0_0_cameraTarget_boneName
or you can write any value for 'X' and 'Y'
7_meshName_0.1_16_12

All this lines descripe the same material settings.
With 'camera pivot targets':

7_meshName_0.1_0_0_head_head jaw
7_meshName_0.1_0_0_head_head eyeball left_head eyeball right
7_meshName_0.1_0_0_center_hair ponytail 0_leg right toes_leg left toes
....
Gracias, muy bien.

^ That explained what I asked. Thanks
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Old 28-04-12, 10:35   #2922
RoxasKennedy
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Nevermind, I've solved my problem.

Last edited by RoxasKennedy; 28-04-12 at 12:58.
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Old 29-04-12, 12:17   #2923
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Hey, I've got a different problem. I know I could've avoided double-posting by editing the post above, but I am kind of impatient.

Anyways, I bascially rigged a model, but when I export to XNALara, bones change the position.
Here's the picture:

[IMG]http://i49.************/2iaecdx.jpg[/IMG]

I have no idea how to stop this. I tried Applying Scale and Rotation (Ctrl+a), but that didn't work...

I guess I could pose the model in XNALara to match the model and export it as posed .mesh.ascii and copy weight, but it's very difficult.
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Old 29-04-12, 12:30   #2924
TRDaz
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Did you move the bones in Object Mode?
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Old 29-04-12, 12:32   #2925
RoxasKennedy
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Quote:
Originally Posted by TRDaz View Post
Did you move the bones in Object Mode?
No. I exported it as it was, didn't move anything in Object Mode.
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Old 29-04-12, 12:32   #2926
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Quote:
Originally Posted by RoxasKennedy View Post
Hey, I've got a different problem. I know I could've avoided double-posting by editing the post above, but I am kind of impatient.
Double post are not a problem here.
About your trouble: Please read this http://www.tombraiderforums.com/show...postcount=1165
I am out of time.
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Old 29-04-12, 13:39   #2927
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I solved my problem. I just edited the deformed armature a little bit and it's better now.
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Old 29-04-12, 21:56   #2928
vanillah
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Whenever I try to edit a mesh in blender I get this error. Or if it happens to work which it rarely does I get this error message in XPS.



I am simply trying to remove all parts of a mesh except for the head. It use to work but it stopped working all of a sudden. Thanks for any help.
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Old 29-04-12, 22:48   #2929
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i was actually able to fix the top part so i no longer have that error message but the second one is still showing and i havent be able to fix it
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Old 30-04-12, 05:08   #2930
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Default Resource size must be greather than zero. -- Parameter name: SizeInBytes. --

^^^ Youe have a mesh part with zero vertices, because zou has removed the parts using the Blender Edit Mode ^^^^
Wait some hours. I make a new version XPS 10.8.6 which fix this problem.
EDIT: Done! XPS 10.8.6 http://*************************/t170-x...t-version#1537


Quote:
Originally Posted by vanillah View Post


Whenever I try to edit a mesh in blender I get this error. Or if it happens to work which it rarely does I get this error message in XPS.



I am simply trying to remove all parts of a mesh except for the head. It use to work but it stopped working all of a sudden. Thanks for any help.
The first error message "global name 'format' is not defined" means: You using the wrong python version. Use Python 2.6.2
The 2nd warning message (essai) means: You has used a outdated Blender import script. Use the latest importer 1.7 and the latest exporter 2.2 from here: http://*************************/t18-ge...ture-utility-s

The error message, 2nd image, "Resource size must be greather than zero" means:
  • The error message means, you has deleted a mesh part not using the Blender object mode. Maybe, you has removed all vertices inside the Blender Edit mode and the object contains now 'zero vertices'
  • Or this happens, if you has used a wrong Mesh 2 Ascii tool. Use XPS->Modify-->Load_Generic_Item and XPS->Modify-->Save_Generic_Item from here http://*************************/t170-x...latest-version

Quote:
Originally Posted by vanillah View Post
i was actually able to fix the top part so i no longer have that error message but the second one is still showing and i havent be able to fix it
Solution:
Open the Generic_Item.mesh.ascii file with notepad
Search for 0 # vertices

You find something like:
Code:
122 121 143
7_body
0 # uv layers
0 # textures
0 # vertices
0 # faces
7_head
1 # uv layers
Delete the lines with
mesh part name
0 # uv layers
0 # textures
0 # vertices
0 # faces
Now
Code:
122 121 143
7_head
1 # uv layers
All parts, which you has removed of the model, also removed inside the .mesh.ascii file!
Next time: Remove the parts using the Blender Object mode . simple hit the shortcut X

Read also this: Resource size must be greater than zero
[IMG]http://i56.************/1z6751l.jpg[/IMG]


============================

End of the error message Resource size must be greather than zero. -- Parameter name: SizeInBytes. --

use the latest XPS 10.8.6
- A model can have 2 mesh files. xps.xps (New XPS Generic format) and Generic_Item.mesh (old XNALara Generic format). Both inside the same folder.
- Support for models that have parts with 0 vertices.

Last edited by XNAaraL; 14-05-12 at 17:35.
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