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Old 25-01-10, 19:12   #260
XNAaraL
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Join Date: Apr 2009
Location: The worthwhile problems are the U can really solve, the ones U can really contribute something to
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Default Making static objects poseable

First install the Blender importer and exporter.
On Windows XP: C:\Dokumente und Einstellungen\UserName\Anwendungsdaten\Blender Foundation\Blender\.blender\scripts
On Windows 7: C:\Users\UserName\AppData\Roaming\Blender Foundation\Blender\.blender\scripts
Install Phyton.

Second install the GeMeshAsciiToBin converter for XNALara into the Progream folder.

Now load any poseable model and the static model into www.blender.org:
Open Blender and remove the cube. ( Object->Delete : Shortkey x)
Import any original XNALara model into Blender. (File->Import->MeshAsciiExt)
[IMG]http://i49.************/4t2h51_tn.jpg[/IMG]
[IMG]http://i46.************/2jd530z_tn.jpg[/IMG]
Select none. Select->Select/Deselect All: Shortkey a)
[IMG]http://i49.************/116ju5f_tn.jpg[/IMG]
Import the static model into Blender. (File->Import->Wavefront .obj)
[IMG]http://i50.************/ifsd35.jpg[/IMG]
Scale the static model to the same size like Lara: (Object->Transform->Scale : hotkey s)
[IMG]http://i46.************/2ekhutc_tn.jpg[/IMG]
Copy the bone weigths (poseable data) from Lara to the static model:
[IMG]http://i46.************/16bbii8_tn.jpg[/IMG]
Right mouse click on the static part.
Hold the shift key down.
Right mouse click on the poseable (Lara) part.
Release the shift key.
Choose Object->Scripts->Bone Weight copy.
[IMG]http://i46.************/2v2bpdg_tn.jpg[/IMG]
Wait.
Connect (attach) the new parts to the armature (skeleton):
Right mouse click on the new part.
Hold the shift key down.
Right mouse button click (<RMB>) on the armature.
Release the shift key.
Choose Object-Parent>Make Parent->Armature (hotkey <Ctrl> <p>)
[IMG]http://i46.************/j6st8z_tn.jpg[/IMG]
Repeate this for every part.
Remove all Lara parts: <RMB> and <x>
Export model into the folder with the static .obj model. (File->Export->MeshAsciiExt)

Set material properties:
Change the result file (Generic_Item.mesh.ascii) with any texteditor (notepad)
Search for textures

Code:
arm.002
1 # uv layers
1 # textures
Change the meshname. (The line above 1 # uv layers) Prefix with 5_ (one diffuse texture) or 7_ (one diffuse texture with # transparents)

Code:
5_arm.002
1 # uv layers
1 # textures
Repeat last step for every textures.

Convert the ascii file:
Use explorer (file manager). Right mouse button click on Generic_Item.mesh.ascii. Choose open with GeMeshAsciiToBin.exe.
Remove the static .obj and .mtl file.
Test it.
[IMG]http://i49.************/2zqtn2x.jpg[/IMG]


Tips and Tricks:

Last edited by XNAaraL; 23-05-11 at 11:37.
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