28-08-11, 18:30 | #2421 | |
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Yes, there is a special reason. Last edited by XNAaraL; 29-08-11 at 06:07. |
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29-08-11, 06:04 | #2422 | |
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or the latest GeMeshAsciiToBin from here http://*************************/t18-ge...ture-utility-s then you recognize, this converter correct automaticly the "number of bones" from 67 to 60 and convert your file Benutzt immer die neusten Konverter Wenn ihr den Konverter für das neue Generic-Format GeMeshAsciiToBinV2 , erhältlich hier: http://*************************/t138-xnalara-981 oder den Konverter für das alte Format GeMeshAsciiToBin von hier http://*************************/t18-ge...ture-utility-s benutzt, dann werdet ihr feststellen können, daß diese Versionen fehlerhafte .mesh.ascii Dateien automatisch verbessern In diesem Falle wird die fehlerhafte Angabe "67 # bones" automatisch durch den richtigen Wert "60 # bones" ersetzt und die Datei problemlos gewandelt. http://www.sendspace.com/file/cg2kn8 Generic_Item.mesh http://www.sendspace.com/file/cg2kn8 Last edited by XNAaraL; 29-08-11 at 06:20. |
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29-08-11, 06:36 | #2423 | ||||
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Or this: or this: or or ... "Google is your friend" STFW or RTFM Quote:
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Es gibt viele gute Tutorials über "Weight painting" bzw. "Skinning". Welches ihr benutzt ist nur eine Frage des Geschmaks Zum Beispiel: oder Einfach mal "Google" benutzen (STFW) oder das Handbuch von Blender lesen (RTFM) - Auch Online verfühgbar. Besser kann ich es ach nicht machen Um die Frage "Warum ist die Schattierung im Gesicht unterschiedlich?" beantworten zu können benötige ich mehr Informationen. Wenn ihr wirklich hilfreiche Antworten wollt, dann stellt bitte geschickte Fragen. Oder um es mit den Worten von Raymond zu sagen: Quote:
Last edited by XNAaraL; 29-08-11 at 07:03. |
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29-08-11, 06:54 | #2424 | |
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29-08-11, 07:02 | #2425 | |
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A link to your MOD (with Private Message) is helpful. Last edited by XNAaraL; 29-08-11 at 07:39. |
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29-08-11, 07:09 | #2426 | |
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2. Dont know what that means (Im a noob ) 3. Textures included with the model I got 4. No tools just added the textures my self. Will send the model later, I cant now. |
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29-08-11, 07:47 | #2427 | ||
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2. Render parameter are the values Specular higlight | Bump1 repeater | bump2 repeater from this table. Example: 1_part1_0.1_16_12 but render group 5 is without shading and mini maps. Also the parameters has no effect. 3. Has both face parts the same texture? Why 2 parts? If both mesh parts used the same texture, then you can join the parts with Blender (Ctrl+J) and remove the double vertices. Ok. I take a look. EDIT: The shading is also different inside Blender Last edited by XNAaraL; 29-08-11 at 08:00. |
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29-08-11, 08:14 | #2428 | |
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1. Actually I had bump maps added with render group 4 before then I deleted the bumps and added render group 5 2. I didnt do anything to the render parameters I just let it have default, I only applied the texture name in notepad, nothing else other than mesh names and adding render groups 3. the textures are different (seperated textures) and I cant join them since the eyes and mouth arent on the original face diffuse. Last edited by TRDaz; 29-08-11 at 08:26. |
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29-08-11, 08:23 | #2429 |
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This always happens, if you load a model inside blender and switch to the Edit-mode or use the smooth button. Blender recalculate the normals and this is wrong on the seams from different mesh parts
Without my XPS extension to solve this problem (Look my "Triss playboy" on DA ) there is no way to prevent this. I send you the fixed mesh in 8 or 9 hours return. BTW: Please dont quote large images. Last edited by XNAaraL; 29-08-11 at 08:25. |
29-08-11, 08:25 | #2430 | |
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