Tomb Raider Forums  

Go Back   Tomb Raider Forums > General Forums > International Tomb Raider Forums

Reply
 
Thread Tools
Old 22-10-11, 18:38   #2671
XNAaraL
Member
 
XNAaraL's Avatar
 
Joined: Apr 2009
Posts: 3,226
Default

Quote:
Originally Posted by LCEF (CA) View Post
-Why ? Because i use XNA just for posing models, not for modding or animation (I use Blender)

-I have the same error


I send you the Blend file
- You export the posed models as wavefront .obj file ? Then XPS are usefull because:
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.
XNAaraL is offline   Reply With Quote
Old 22-10-11, 21:28   #2672
RoxasKennedy
Member
 
RoxasKennedy's Avatar
 
Joined: May 2010
Posts: 6,774
Default

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.
RoxasKennedy is offline   Reply With Quote
Old 23-10-11, 01:14   #2673
VictorXD
Member
 
VictorXD's Avatar
 
Joined: Jan 2009
Posts: 9,827
Default

Quote:
Originally Posted by XNAaraL View Post
You mean: "Blender dont export your mesh?" -- Hit <Strg>T

[IMG]http://www.Bildermonster24.de/images/723_Triangles.jpg[IMG]
In edit mode, select all faces you need to triangulate, and then press CTRL-T. To "un" triangulate them, you can press ALT-J.
Hehe thanks a lot for the help XNAaral I'll try this out soon
VictorXD is online now   Reply With Quote
Old 23-10-11, 09:01   #2674
NRO.
Member
 
NRO.'s Avatar
 
Joined: Jun 2010
Posts: 5,617
Default

@Roxas

Put down the brick before throwing, have you tried flipping normals?
NRO. is offline   Reply With Quote
Old 23-10-11, 12:16   #2675
RoxasKennedy
Member
 
RoxasKennedy's Avatar
 
Joined: May 2010
Posts: 6,774
Default

Quote:
Originally Posted by NRO. View Post
@Roxas

Put down the brick before throwing, have you tried flipping normals?
No, that's not it. It only makes the model look worse.
RoxasKennedy is offline   Reply With Quote
Old 23-10-11, 12:49   #2676
LCEF (CA)
Member
 
LCEF (CA)'s Avatar
 
Joined: Feb 2010
Posts: 1,107
Default

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 ^^
LCEF (CA) is offline   Reply With Quote
Old 23-10-11, 15:25   #2677
XNAaraL
Member
 
XNAaraL's Avatar
 
Joined: Apr 2009
Posts: 3,226
Default

Quote:
Originally Posted by LCEF (CA) View Post
-Why ? Because i use XNA just for posing models, not for modding or animation (I use Blender)

-I have the same error


I send you the Blend file
Thanks
I try to change the Blender export script. Maybe I can solve tthis problem automatically.

You can solve the problem on this way:


  1. Select the mesh, which caust the error. (The long small mesh part with the many bones )
  2. Enter the Edit mode. Set the slider Mesh tools-->Limit to zero
  3. Invoke Mesh-->Scripts-->Clean Meshes
  4. Mark the file Weight clean to remove all bone weights with the value zero. 4241 vertices
  5. Now test your skinning.
  6. Bone 14 and 15 move not all necessary vertices.
  7. Pose bone G14 and rotate this bone.
  8. Switch to the Weight paint mode and use the Blur brush with the values 1 for weight and opacity
  9. The same for bone 15
  10. finish

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:
Originally Posted by LCEF (CA) View Post
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 ^^
Right, this is the solution

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 :)
XNAaraL is offline   Reply With Quote
Old 23-10-11, 15:53   #2678
LCEF (CA)
Member
 
LCEF (CA)'s Avatar
 
Joined: Feb 2010
Posts: 1,107
Default

Big thanks for solution


------
And thanks for the solution about the "bug" (?) of textures
LCEF (CA) is offline   Reply With Quote
Old 23-10-11, 16:29   #2679
XNAaraL
Member
 
XNAaraL's Avatar
 
Joined: Apr 2009
Posts: 3,226
Default

Quote:
Originally Posted by LCEF (CA) View Post
Big thanks for solution
No problem.

Quote:
Originally Posted by LCEF (CA) View Post
And thanks for the solution about the "bug" (?) of textures
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.
XNAaraL is offline   Reply With Quote
Old 23-10-11, 17:02   #2680
XNAaraL
Member
 
XNAaraL's Avatar
 
Joined: Apr 2009
Posts: 3,226
Default 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:
  1. Select the group you want to work with from the group list.
  2. Use your mouse to ⇧ Shift RMB select more vertices that you want in that group.
  3. LMB click the Assign button, or make Ctrl+G » Add Selected to Active Group. Keep in mind that a vertex can be assigned to multiple groups.

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 :
  1. Sélectionnez le groupe sur lequel vous voulez travailler dans la liste déroulante.
  2. Utilisez votre souris pour sélectionner ⇧ Shift+RMB les vertices que vous voulez ajouter dans ce groupe.
  3. Cliquez LMB sur le bouton Assign, ou faites Strg+G » Add Selected to Active Group.
Rappelez-vous qu’un vertex peut être assigné à plusieurs groupes.


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.
XNAaraL is offline   Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 16:51.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Tomb Raider Forums is not owned or operated by CDE Entertainment Ltd.
Lara Croft and Tomb Raider are trademarks of CDE Entertainment Ltd.