22-10-11, 18:38 | #2671 | |
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Joined: Apr 2009
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Quote:
XPS 10.6.2 + Export wavefront .obj files with bump maps XPS 10.6 + New menu item Modify-->Export scene as .obj ... Create a wavefront .obj file and copy all textures, automatically converted to .png ! - Not the same error Now i can look on the right line number 316. But I find nothing --- Maybe I am tired Try Edit-->Mesh-->Scripts-->CleanMesh-->All or send me your .blend file with PM and I check this next day. Last edited by XNAaraL; 22-10-11 at 18:44. |
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22-10-11, 21:28 | #2672 |
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Joined: May 2010
Posts: 6,774
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I have this problem with textures:
[IMG]http://i51.************/261ygys.png[/IMG] Now I am aware that this is a pretty common problem around here, but I couldn't really find anything useful about it. That, or I suck at using the search option. |
23-10-11, 01:14 | #2673 |
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Joined: Jan 2009
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Hehe thanks a lot for the help XNAaral I'll try this out soon
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23-10-11, 09:01 | #2674 |
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Joined: Jun 2010
Posts: 5,617
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@Roxas
Put down the brick before throwing, have you tried flipping normals? |
23-10-11, 12:16 | #2675 |
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23-10-11, 12:49 | #2676 |
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Joined: Feb 2010
Posts: 1,107
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The Ezio Plain Clothed model have the same problem... It's not the lamina face... the UV map it's correct but the result it bad...
export in OBJ from XNALara and copy the bone weigt ^^ |
23-10-11, 15:25 | #2677 | ||
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Joined: Apr 2009
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Quote:
I try to change the Blender export script. Maybe I can solve tthis problem automatically. You can solve the problem on this way:
I write now a tutorial to make a better "hard skinning" using the Edit-Mode and "Assign" but i love your result: http://www.tombraiderforums.com/show...&postcount=105 Quote:
The problem, why this models look so ugly are: Nobody use Mesh-->Scripts-->Clean Meshes-->All mesh_cleanup.py before exporting the model as .mesh.ascii All this models has free vertices or edges, which are not connected to any faces. On this way, the uv map looks OK but are connected to the wrong vertices. [IMG]http://i52.************/30idimw.png[/IMG] It is easy to use a importer and exporter written by somebody else to make models available for XNALara, but this "porter" are so lazy and have so little experience and It is only one mouse click: And all this problems with "wrong uv-maps" are solved. Wise learn from other, average learn everything yourself, Stupid people learn nothing, because they know every thing ============ german language ========== Kluge lernen von anderen Mittelmäßige erlernen alles selbst Dumme lernen nichts, denn sie wissen schon alles Nicht etwa, daß bei größerer Verbreitung des Einblicks in die Methode notwendigerweise viel mehr Kluges gesagt würde, aber es würde sicher viel weniger Unkluges gesagt. Karl Menger Und bevor Wiederspruch kommt: Mittelmäßige Geister verurteilen gewöhnlich alles, was über ihren Horizont geht. Francois Duc de La Rochefoucauld Last edited by XNAaraL; 23-10-11 at 17:50. Reason: I has see now the result :) |
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23-10-11, 15:53 | #2678 |
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Joined: Feb 2010
Posts: 1,107
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Big thanks for solution
------ And thanks for the solution about the "bug" (?) of textures |
23-10-11, 16:29 | #2679 |
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Joined: Apr 2009
Posts: 3,226
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No problem.
You has given the solution: Export as .obj and make "bone weight copy". After export the model as .mesh.ascii it is to late to solve the problem with "Clean Meshes". This step must be before export the model ! I has make the same to solve Witherfang ... ElGigante ... and some others. Last edited by XNAaraL; 23-10-11 at 16:31. |
23-10-11, 17:02 | #2680 |
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Joined: Apr 2009
Posts: 3,226
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Hard skinning with Blender
Model used: Ivy Valentine Whip
What is "hard skinning" When you rotate the bones in Pose mode, their “children” objects are also rotated and the mesh follow exactly the bones. The “children” are never deformed when using this method. All about skinning: http://wiki.blender.org/index.php/Do...gging/Skinning See also: Various methods for create bone weights. http://www.tombraiderforums.com/show...&postcount=802 Short description: Assigning Vertices to a Group Mode: Edit mode Panel: Link and Materials (Editing context, F9) Hotkey: Ctrl+G » Add Selected to Active Group To add vertices to a group you do the following:
Note When using the Assign button to assign selected vertices to a vertex group, any vertices that were already in the vertex group are not removed, so Assign adds extra vertices to the selected vertex group. ============== french language =================== Assigner des “vertices” à un groupe Mode: Mode Edit Panneau: Contexte Editing (F9) → Link and Materials » Vertex Groups » Assign Raccourci clavier: Strg+G » Add Selected to Active Group Pour ajouter des vertices à un groupe, vous pouvez procéder comme suit :
Note Quand vous utilisez le bouton Assign pour assigner les vertices sélectionnés au groupe de vertices courant, aucun des vertices déjà dans le groupe n’en est supprimé : Assign ajoute des vertices supplémentaires au groupe actif. Step by step instructions: Project saved as Whip_001.blend 1. Select the mesh part and enter the Edit-Mode. Now remove all skinning informations and all "vertex groups". This step make the mesh part nonposeable !! The necessary Blender script: mesh_cleanup 2. Connect the mesh part with the armature. Select first the mesh part. Hold the shift key down and select the armature. Hit <Ctrl>+P 3a Pick up the vertices which are to follow the bone. Select the mesh (right mouse button) and enter the Edit mode (Tabulator key). Select some vertices ... 3b Pick up the vertices which are to follow the bone. Hit <Strg>+L to select all connected vertices 4a Assign this faces with the bone, using a bone weight value 1.00 Choose the matching Bone inside the "Link and Materials" field. 4b Assign this faces with the bone, using a bone weight value 1.00 Hit the Assign button with the default value 1.00 Bone weight 1 means: This vertices follow this bone exactly Step 3a with the next vertex group. And 3b ... Step 4a with the next vertex group .... Step 4b with the next vertex group .... 5. Test you model using the pose mode. Now save your project with F2, Num-+, Enter as Whip_002.blend Export the model as Generic_Item.mesh.ascii ================ german language ===================== I translate now Last edited by XNAaraL; 24-10-11 at 05:55. |
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