20-01-12, 09:21 | #2781 |
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Joined: May 2010
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Is there an official solution or something for error: "invalid literal for int <> with base 10" ?
Last edited by RoxasKennedy; 20-01-12 at 09:28. |
20-01-12, 15:42 | #2782 | ||||
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Blender script -- invalid literal for int <> with base 10
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XPS since version 10.5 and the Blender exporter since version 2.1 solve this problem automatical http://*************************/f4-xps-xnalara-news Last edited by XNAaraL; 20-01-12 at 15:50. |
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20-01-12, 17:44 | #2783 |
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Well, I know for bone counts and everything, but I think the model I'm trying to import in Blender is perfectly fine. But I can't convert it with any version of GeMeshAsciiExt, and I can't open the .mesh.ascii I make in the newer version, since it gives out an error. The model in question is "Lara Croft Silent Hill" by Assassins, so you may check the model out if there ARE errors, or it's just me.
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22-01-12, 15:52 | #2784 | |||
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This upload are not supported
GeMeshAsciiExt is not a converter, it is a Blender input script.
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Use the base model, and all works fine. Last edited by XNAaraL; 22-01-12 at 15:54. |
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22-01-12, 17:30 | #2785 |
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Joined: May 2010
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Actually, it's this error:
[IMG]http://i41.************/erz8na.png[/IMG] Well, I wasn't really telling that this model is perfect, I was just saying that I don't think it has any serious errors. XD Soooo Assassins is on your "unsupported" list or something? Does that mean you won't help me out just because it's his model? |
26-01-12, 10:07 | #2786 | |
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Joined: Jan 2012
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Sup this is my 1st post on TRF, i luv everything associated with Lara's of course but actually what brought me here was XNAlara
So after months enjoying all the models from you guys, and many others, i decided to do somethign else and started learning how to use Blender with your models to add or remove gear, like hair, dresses, glasses, shoes, pants, weapons, decorations, etc. I had some issues with lightmaps but i saw a graphic tutorial from "someone" (ill credit later) and usually i have no problem removing gear and leaving the model without "blackspots" thanks to lightmaps tutorials. Thats the most basic kind of modification i guess, well now i expected to go further, adding bones, a whole armature, rigging an OBJ. or ASCII model (why would i do that?) cuz sometimes models doesnt have a complete armature specially in the head, in the face area (no bones for eyes, mouth, nose, ears, eyebrowns). Found out that its much more difficult than i thought, and thats the point of my next request... ¿HOW do you make poseable a face? let me explain myself... Im trying to rigg models which have already armature, but without many useful face bones so they cant move their eyes or mouth or eyelids. I thought "lets use the boneweight copy tutorial" but the models im talking about have a solid face, uhhh ¿mesh? sorry i need to get familiar with terms The face of those models, doesnt have individual (separated) eyelids, eyebrowns, eyelash and i added bones in that areas, then CTRL+P in blender (make parent, from bone heat) with the mesh selected and still doesnt work. I did the same creating eyelashes (select vertices, everything i need for the eyelash and then uhh Extrude or copy, something like that) from the head mesh, and the result is just a new piece with movement but doesnt have the kind of movement i want, it goes up and down, to all directions with the help of the new bone but is not attached to the face itself so its like a weird piece with movement in the face. ¿What do i have to do? i watched a lot of blender tutorials and some were quite helpful and my problem still there, some of the videos maybe are useless for what i want (blender moddin to xnalara) anyway... Dunno if weight paiting is necesary in some way, or a modifier that makes eyebrowns, eyelids move without bones related directly to them. OH JESUS... i saw em!! the bones for those areas!!!! aww sorry for all this guys, they were so tiny... anyway i still dont understand some things with these bones, like why are they in the same place even when we are talking bout 3 bones?? three of them in the same point. Why not splitedd or with a little space between them? And why they move the model, the eyelid or eyelash the way they do being all together in the same place?? And what should i do with a model without eyelids, eyebrowns, with no such meshes like cartoon models with a limited skeleton that moves the body, the arms, legs, fingers and neck and the face has nothing. Resumeee.... 1- Models without bones in their face mesh, so they cant move eyes, eyelid, cheks, lips, blabla... 2- Models without bones and a moving piece in the face, just an entire solid piece, even when i separate the mesh into pieces or materials i just get one piece, sometimes i get eyes and tongue but no eyelids. is there any tutorial to create totally new meshes from a model and then rigg the new mesh to create movement and finally to XNAlara?? Quote:
AND MUST OF ALL... AN APOLOGIZE AND BIG SORRY FOR THE DISGUSTING ENGLISH I HAVE :P ¡Gracias! |
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27-01-12, 10:28 | #2787 | |
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Joined: Apr 2009
Posts: 3,226
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How to make a poseable face.
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Making a face poseable is not easy. I try to write a instruction this weekend. Look also here: Making a static model poseable - with face expression's You can found a complete professional tutorial here: http://media.wiley.com/product_data/...0470102608.pdf Usted puede encontrar una clase particular paso a paso completa aquí http://media.wiley.com/product_data/...0470102608.pdf =============== german language ====== Ich werde versuchen die Fragen am Wochenende zu erklären ========== español ============= Quiero agradecerles todas las preguntas que me han formulado y voy a procurar responderlas todas; de hecho, ya respondí a algunas ayer. Tampoco resulta fácil entender cómo funcionaría el mecanismo con los ejemplos que figuran en este párrafo. Last edited by XNAaraL; 27-01-12 at 13:46. |
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28-01-12, 07:55 | #2788 |
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Joined: Jan 2012
Posts: 6
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ty XNAral
I just wanted to figure out why many models have eyelashes, eyebrows and eyelid bones almost hidden but mostly, exactly in the same area, why moders join those bones in the same place?? why not separated?? (like the screenshots). And yes im trying to rigg faces, in fact some models extracted by mariokartn from Disney and other cartoon series, like Alice The problem is that this models doesnt have separated meshes in the head area, just a big unique head mesh, no eyeballs, no eyelids, thats a shame but i guess thats the way they came from the videogame or something. So the only solution is to create a totally new eye or eyelid right??? I must learn the sculpture mode, the deform mesh technic picking faces, vertex and deforming and then i suppose, add bones and weight to the new mesh. meanwhile im gonna learn from ur links oh one more thing, do you know why sometimes when i load a model in blender the window "UV image editor " doesnt show correctly the mesh selection with the image?? i mean... the selection is out of the picture, out of the texture image and the only way i know to correct this, is to use the option called "layout clipped to image size" and then move it to the image. Why this happen? sorry for big long posts |
28-01-12, 16:29 | #2789 | |
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Joined: Apr 2009
Posts: 3,226
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Face rigging and skinning
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Last edited by XNAaraL; 28-01-12 at 16:55. |
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29-01-12, 18:04 | #2790 |
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Joined: Apr 2009
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How to make poseable eyeballs.
Die Augen von 3D Modellen beweglich machen. -- How to make poseable eyeballs?
Bones are used for shifting models and making them posable. Look also here: http://en.wikibooks.org/wiki/Blender...b_to_Pro/BonesOr read How to "weight paint" a human body - part 1 and part 2 Thanks @Love2Raid Zielgruppe: -- Difficulty:
Vorkenntnisse: -- Prior knowledge:
Zeitbedarf: -- Time needed:
Häufige Missgeschicke: -- Frequent mistakes:
Schritt für Schritt Anleitung: -- Step by step instructions: 1. Das Modell in Blender laden -- Import the model into Blender using MeshAsciiExt und mit der Tabulator Taste in den Edit-Modus wechseln. Wechselt mit der Taste Z in die Drahtgitter-Ansicht. - Sind wie in diesem Falle die Augen als Halbkugeln oder als Kugeln sichtbar, dann weiter mit Schritt 5. - Fehlen die Augäpfel, dann weiter zu dem 2. Schritt. 2. Die Augen öffnen. -- Prepare the model Die Hornhaut des Auges muss durchsichtig sein. Dazu ist es nötig diese Flächen des Modells zu löschen oder als neuer Mesh-Part mit einer Rendergruppe mit transparenz zu versehen. zBsp: 23_ 7_ oder 29_ If some faces cover the eyeballs, then this part need a requires a transparency. This requires a separate mesh part. Use for this part any render group with Alpha equal Yes. For example 23_ 7_ or 29_ Of course, you can also delete this part. - Selektiere alle Flächen der Hornhaut und trenne sie als neuen Meshpart mit der Taste Parent. Der Menüpunkt ist Blender-->EditMode-->Mesh-->Vertices-->Separate -- Separate the faces using the hotkey Parent, or use the menu item Blender-->EditMode-->Mesh-->Vertices-->Separate - Im Object Modus von Blender selektieren wir die herausgetrennten Flächen und benennen sie um in z.B. 7_eyeReflection -- Rename the new blender object to something like B]7_eyeReflection[/B], by select the part using the object mode 3. Augäpfel (Glaskörper) hinzufügen. -- Add eyeballs. - Sicherheitshalber mit Schift+S und Cursor to Selection im Object Modus den 3D Cursor richtig positionieren. Alle Mesh Parts müssen im Mittelpunkt der Grundfläche zentriert sein! -- Be careful, Meinten Sie: Be careful, each mesh part must be anchored in the center of the ground plane! Always select a existing part using the object mode and hit Schift+S and Cursor to Selection - Mit Add-->Mesh-->UV-Sphere eine Kugel erzeugen -- Add-->Mesh-->UV-Sphere create a new ball object - Mit Tab in den Edit Modus wechseln und die Kugel -- Verkleinern: s 0.025 -- An die korrekte position verschieben: g z 1.6 und g x 0.04 -- So drehen, dass die Pole nach vorne zeigen: r x 90 -- Feinjustieren mit der Hornhaut als Referenz. -- Adjust the eyeballs. -- Die hintere Halbkugel löschen. -- UV-Map erstellen: u-->project from view -- Create a uv map -- Mesh part mit einer Rendergroupe versehen -- Do not forget the prefix for the render group. 5_eyeball 4. Material zuordnen: -- Assign a new material Im Object Modus mit Assign im Material-Reiter und F5, F6, Add New, Image F5 - Map Input - UV ein neues Material erzeugen. 4. Assign a new material We need to ensure that the mesh part exports with a material using the object mode. Highlight your entire mesh (a) and hit Assign for that new material. Now that we have a new material, we need to give it a texture to use. So to do that, we need to go to Shading (F5) Then Texture Buttons (F6), Add New, Type: Image, then hit Load. Any image here will do, you can change it later. F5 - Map Input - UV 5. Knochen erzeugen: -- Add a new bone. Der Drehpunkt für das Auge sollte möglichst genau im Zentrum liegen! -- Of course, the bone joint should be exactly in the center of the ball. - Selektiert 2 Punkte, welche auf dem Durchmesser gegenüberliegen -- For this purpose, select two opposite points. - Positioniert den Cursor mit Shift+S Cursor to selection -- Center the cursor with Shift+S Cursor to selection - Zurück in den Objektmodus und das Skelett (Armature) selektieren. Taste Tabulator. -- Switch to the edit mode and select the armature. - Wieder in den Editmodus( Tabulator Taste). Und alles deselektieren (Taste A) - Und mit "Leertaste" (Space Bar) einen Knochen erzeugen. -- Create a new bone with "Spca bae"-->add bone - Den Knochen richtig benennen head eyeball left und als Parent den head neck upper bone wählen. -- Important: Use the right XNALara bone name. For example head eyeball left and reparent it to the head neck upper bone Tipp: Damit nach dem Re-Importieren die Ausrichtung des Knochens nicht verloren geht: -- To determine the length and direction: - Selektiert den Ball am Ende des head eyeball left -- Selects the small ball at the end of the head left eyeball bone and - Mit der Taste E (Extrude) einen neuen unused eyeball left helper Knochen ziehen. -- Extrude a second bone. Prefix it with "unused" so it will not appear on the application XNALara. 6. Augen beweglich machen. -- Make the eyeball poseable - Im Objekt Modus Das Mesh und dann die Armature wählen. -- Select the eye ball and the armature - Mit Strg+P verbinden (Nur für Blender Tests nötig) -- Hit P to combine the new mesh part with the armature. On this way, you can later test the posing inside Blender. Es genügt ein Hard-Skinning -- You don't need to make a weight painting. The eyes follow the bone without any deforming. - Das Auge wählen und im Editmodus alles selektieren. -- Use the Edit Mode and select all vertices - Bei Vertex Group den richtigen Knochen wählen -- Locate the vertex group and hit the assign button. - Assign Drücken 7. Testen -- Ready for testing Last edited by XNAaraL; 30-01-12 at 09:09. |
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