27-07-16, 05:36 | #3111 | ||
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Posts: 3,226
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Welcome to "Tomb Raider Forums in Deutsch (German)" ... Please be precise and informative about your problem GLLara hat nur eingeschränkte Möglichkeiten, um ein Model zu modifizieren: Quote:
Mesh-Mods sind (nach meinem Kenntnisstand) nicht möglich mit GLLara ! Ich frage mich ... WIE hast du hinzugefügt neue Haare? Mit Blender ? Save us time, by showing us ... step by step ... what you have done. Last edited by XNAaraL; 27-07-16 at 06:24. |
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27-03-17, 17:53 | #3112 |
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Joined: Nov 2013
Posts: 593
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??
Last edited by girlyB; 27-03-17 at 18:14. Reason: ???? |
29-03-17, 12:30 | #3113 | ||||||||||
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Joined: Apr 2009
Posts: 3,226
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How to combine models using XPS ... loadable in Blender
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At first: Quote:
I can tell you why, but the answer about the real reason would be very technical. The short reason is: Your model have 112914 bones , with not allowed names ... many of them even with duplicate names. Your model have so many bones because you have many times used "Options-->Add to ..." This command makes, what the name of this command describe: It adds everything from the first model to the next model. If your both models have 150 bones, then the result model have 300 bones. Better than "Add item to item" is "Merge all visible models" ("Modify-->Save scene as mesh") ... if you want to combine models. "Merge" is like Union in in the "Set theory, a branch of mathematical. Union of the sets A and B, denoted A ∪ B, is the set of all objects that are a member of A, or B, or both. The union of {1, 2, 3} and {2, 3, 4} is the set {1, 2, 3, 4} --> A nice guide is: Combining two models with XPS <-- I strongly recommend that you read and try it. Perhaps, your real question is "How to fix the model, to make it possible to load it into Blender 2.49b: Quote:
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Why have your model ... for example ... the same "hair posing" BUG ... like my TRL models? Thumbs rule: (Nearly) Every AOD or TRA models for XPS are based on the rigging and skinning made by AtlantiB. (Nearly) Every TRL models for XPS are based on the rigging and skinning made by XNAaraL -------------------------------------------------------------- Quote:
Vorbemerkung: Quote:
Ich könnte versuchen zu erklären, warum es so lange dauert ... aber die Antwort über den eigentlichen Grund wäre sehr technisch. Der wichtigste Grund ist, daß dein Model 112914 Knochen hat! Mit nicht erlaubten Namen ... einige sogar mit den gleichen Namen. Das Model hat soviele Knochen, weil Du mehrfach benutzt hast "Options-->Add to ..." Dieses Kommando macht genau das was der Name vermuten lässt: Es addiert alle Daten beider Modelle. Wenn jedes der beiden Modelle 150 Knochen hat, dann hat das resultierende Model 300 Knochen. Zum Kombinieren von 2 oder mehr Modellen ist "Modify-->Save scene as mesh (merge all visible models)" besser geeignet als "Add to". "Merge" entspricht der "Vereinigungsmenge" aus der Mengenlehre. Die Vereinigungsmenge einer Menge von Mengen ist die Menge der Objekte, die in mindestens einem Element enthalten sind. Wenn ein Model zum Beispiel die Knochen { A, B und C } hat, und das andere Model die Knochen { B, C und D }, dann hatt das resultierende Model die Knochen { A, B, C, D }. Bei "Add to" hätte das resultierende Model die Knochen {A, B, B2, C, C2, D } --> Ein gutes Tutorial ist: Combining two models with XPS ... sehr empfehlenswert !!! <-- Vielleicht ist die wirkliche Frage aber nicht "Warum?" ... sondern "Was tun?": Quote:
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Wieso hat Dein Modell die gleichen BUGs (zum Beispiel beim Posen der Haare) wie meine TRL Modelle? Daumenregel: (Fast) alle AOD oder TRA Modelle für XPS wurden von AtlantiB beweglich gemacht. (Fast) alle TRL Modelle für XPS wurden von XNAaraL beweglich gemacht. Last edited by XNAaraL; 30-03-17 at 12:39. Reason: format style ... some new links ... corrected some typos |
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30-03-17, 22:00 | #3114 |
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Joined: Jul 2016
Posts: 48
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3DX Ripper Help
Hello everyone,
I know this is a non-English thread. But I have directed here by a great mentor and I was hoping if someone can guide me. I downloaded a script from Dusan (POST)in which it will help to adjust the scale of the map when I rip them using 3D Ripper. I am currently extracting scenes from Tomb Raider Anniversay. Problem is that Dusan posted in 2009 and it works on old Blender 2.49. Can one give me a detail explanation on how excatly I can use this script in Blender 2.49? The current method I am using is to open the OBJ format there is the scale mentioned there in X Y and Z and using those values I adjust the models in 3D Max 2015 (POST) Should I stick with my method or to follow the Dusan method? Thank you |
31-03-17, 16:50 | #3115 |
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Joined: Nov 2013
Posts: 593
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@Ramoran
I also didnt understand why I went to a "Deutsch" forum to talk about XNA Mesh ..That's why I deleted my post ^^ |
02-04-17, 01:04 | #3116 |
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Joined: Jul 2016
Posts: 48
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Hmmm.... I felt I have been ignored in different thread in this forum. I guess this is my last post now. I am leaving this forum because of less activity and other complicated stuff that normal person consider it as silly.
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02-04-17, 01:14 | #3117 | |
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Joined: Nov 2013
Posts: 593
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Quote:
I dont use any 3d program to help you. All my meshmod questions that I posted here on the forum also do not get answers ^^ I only have small help by people who model in deviantart. I find it annoying ask for help through private messages, but ... If you want I can indicate the people who mess with Meshmod...I dont know if they will solve your problem. If you want, write me Last edited by girlyB; 02-04-17 at 01:23. |
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03-04-17, 07:12 | #3118 | ||
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Joined: Apr 2009
Posts: 3,226
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Correct3DRipper.py -- Entzerren von ripped Modellen mit Blender
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If your workflow (method) works for you ... then stick with your method. I cannot made a detail explanation on how excatly you can use this script made by Dusan ... because it do not works for me ... and I have not any "3d ripper dx" output file. Basicly, to running python script in Blender:
Part 1 Part 2 ------------------------------------------------------------------------------------------------------------------------ Quote:
Meine (persönliche) Meinung): Wenn deine Vorgehensweise für dich funktioniert ... dann bleibe dabei. Leider kann ich keine detaillierte Anleitung darüber schreiben WIE das Skript von Dusan zu benutzen ist ... weil es bei mir nicht funktioniert ... und ich keine "3d ripper dx" Dateien habe. Genauer gesagt ... ich WILL keine Anleitung veröffentlichen ... von der ich genau weiß, DASS sie nicht funktioniert. Das wäre "Schummeln" (Cheating). Es gibt leider im XNALara Teil bereits zu viele solcher "Mogeleien":
Vom Grunde her wird ein Python Script in Blender ausgeführt durch:
Teil 1 Teil 2 Last edited by XNAaraL; 05-04-17 at 09:47. Reason: Übersetzung ins Deutsche |
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27-04-17, 14:38 | #3119 | |
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Joined: Jul 2016
Posts: 48
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Dear XNAaraL,
Thank you for the encouragement and I am progressing good. The script and Blender that was required to run on was 2.49 which is very old and I never worked on it before. I shifted all my work to 3D Maya and I am enjoying it. This is actual result when ripped using 3DX Ripper. https://i.imgbox.com/C6O6Q5aC.jpg As you can see there is a deformation and sloping at one side. After fixing the deforamtion the quality improved greatly. https://i.imgbox.com/g612Z90h.jpg Quote:
Last edited by Ramoram; 27-04-17 at 18:29. |
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17-12-18, 18:40 | #3120 |
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Joined: Mar 2005
Posts: 9,405
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@XNAaraL - I can't directly reply to your PM, so I'll reply here so as not to clutter the request thread further.
Sorry for not being clear. I tested a few of the other models and aside from the really badly corrupted rigging they export to mesh.ascii fine. It's the Miho models that appear to not even appear at all. Some of the models are garbled so it's not a good model rip. I think the best thing for me would be to convert the models to OBJ and do new rigs before bringing them into XPS. Last edited by ggctuk; 17-12-18 at 18:41. |
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