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#2621 |
Tomb Raider
Join Date: May 2011
Posts: 10,458
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#2622 |
Professor
Join Date: Apr 2009
Location: The worthwhile problems are the U can really solve, the ones U can really contribute something to
Posts: 3,202
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No problem
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Link removed. - Why ? google, google “Google is your friend!” |
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#2623 |
Tomb Raider
Join Date: May 2011
Posts: 10,458
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#2624 |
Professor
Join Date: Apr 2009
Location: The worthwhile problems are the U can really solve, the ones U can really contribute something to
Posts: 3,202
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Make a model Generic with XPS 10.6
Add a model made by Dusan. Step 1: Invoke File-->Add... Schritt 1: Den Menüpunkt File-->Add... aufrufen. ![]() Step 2: Choose a model. Schritt 2: Ein Modell mit der linken Maustaste auswählen und OK drücken. ![]() Step 3: Ignore the warning about the missing eyeballs_diffuse texture. Schritt 3: Die Warnung über die fehlende eyeball_diffuse Texture können wir ignoriere. Richtig, XPS hilft uns durch mehr Informationen und einen "Auto-Korrektur" Mechanismus beim Modden ![]() ![]() Step 4: Invoke the menu item Modify-->Save generic item and choose this settings (default settinngs and unmark convert textures and mark copy textures ) Schritt 4: Den Menüpunkt Modify-->Save generic item aufrufen. den Haken bei Feld convert textures entfernen und für das Feld copy textures setzen. ![]() Step 5: Make a new folder inside the XNALara\data folder. Press the right mouse button and choose New-->Folder Schritt 5: Ein neues Direktory unterhalb von XNALara\data anlegen. Nach dem Drücken der rechten Maustaste im Popup Fenster Neu-->Ordner auswählen. ![]() Step 6: Choose a folder name which are different to all models made by Dusan. In this case, I use the original name with a postfix _ge Schritt 6: Daran denken, keinen Ordner Namen verwenden, welcher von Dusan für seine Modelle reserviert ist. Ich hänge einfach ein _Ge wie "Generic" an, dann muss ich mir darüber keine Gedanken machen. Jetz wisst ihr auch warum meine Uploads meistens ein _XL enthalten. ![]() Step 7: Enter this new folder and hit the Save button. Schritt 7: In den neuen Ordner wechseln und die Datei speichern. Der richtige Name ist bereits automatisch angegeben, also einfach die "Speichern" Schaltfläsche drücken. ![]() Step 8: Finish ![]() ![]() If you want also a .mesh.ascii file with relative pathnames, then you can now invoke the menu item Modify-->Save generic item and mark only save as Generic_Item.mesh.ascii and overwrite selected item ![]() ---------------------------- EDIT --------------------- An alternative way to generalize a proprietary mesh, If you want to make everything complicated, than you can also use this tutorial ... written by myself ![]() http://comments.deviantart.com/4/12302224/3160965973
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Link removed. - Why ? google, google “Google is your friend!” Last edited by XNAaraL; 29-08-13 at 05:40. Reason: Adding an alternative way |
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#2625 |
Archaeologist
Join Date: Feb 2010
Location: France - Marseille
Posts: 1,030
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Thanks
![]() ---------------- Hello... In Blender, how to fixe the "Zero Sized Bones" problem (Eyelid both (left and right) and Eyeballs (left and right)) Thanks ![]() |
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#2626 | |
Professor
Join Date: Apr 2009
Location: The worthwhile problems are the U can really solve, the ones U can really contribute something to
Posts: 3,202
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The importer fix this problem automatically. Or resize your model inside XPS with a factor of 100x before you export the Modell with Modify-->Save_Generic_Item (F11) and after you has finished the model scale the model down with the factor 0.01 Or Links to XNALara Modding Tutorials --> Frequently Made Mistakes --> Blender removed some bones ![]() BTW: New XPS version 10.9.3 Pereza, llave de pobreza. All new features here [IMG]http://i56.************/apfmrq.jpg[/IMG] Download Link What is new ? - Modify-->flags can used to choose flags which are stored inside the model if Modify-->Save generic item are used. If somebody load this model inside XPS, then this menu items are automatically invoked. Usefull if a model looks better with some special settings. ![]() - Export wavefront .obj files with bump maps [IMG]http://i54.************/v3n6zs_tn.gif[/IMG] Change log: XPS 9.8.x - Unlimited number of 'optional accessories' with the support of all the 'Render groups'. - 'Optional accessories' can consist of several mesh parts, even with different rendering groups. - Possibility for visualizing an 'Optional Accessories' by hide others. - New Generic_Item file format. XPS 9.9.x - Weld objects with a poseable character to causing them to move along with the bone when the position is changed in pose mode. The automaticly the same like How to combine 2 Models with different sceletons? -- without using Blender - If a model has wrong render parameter, only a warning pop up and XNALara try to find the best values. - If a model a made with wrong converter, then XNALara try to load the model even if a conflict exist. - If a model are sunken , now it is correctly automatically to standing on the ground plane. - Works now even for models that have not worked with XNALara-9.7.7. - Better support for render groups 24 and 25, which are deprecated. - XNALara export now textures with fullpath by using the shortcut F11 -- important for combinations and ModPublisher XPS 10 - Realtime animation possible by using .pose sequences. XPS 10.1 - New animation dialog. XPS 10.2 - Slider for animation speed XPS 10.3.x - Information dialog with auto correct for models which are not center to the ground. Make the same like Modding with XNALara version 8.8 -- automaticly - Dynamic menu items to show/hidde mesh parts. Makes mesh parts automaticly as 'optional accessories' Make the same automaticly like the No gear tutorial - without using Blender. - Animation with "Run all" button. You can choose to animate all character or only the selected character. - Animation Dialog extended. "Select all" works now also for "Goto first/last frame". - Different pose sequences possible if "Select all" are checked. - Button "Start/Stop animation" is now a toggle button. - Menu button to enable or disable the metallic shader. - A warning appears if a model has missing textures. - New Options-->Save settings toggle button to disable or enable to save the settings into XNALara.cfg - Some internal optimizations for virtual machines. Requested by ArigatoGozymas XPS 10.4 - Models can be loaded with any default pose - Not only the T-bone pose! XPS 10.5.x New modify dialog with this options: - Save as Generic_Item.mesh.ascii - Save as Generic_Item.mesh - freeze pose as new modified mesh and armature. - save only all visible mesh parts and remove the hidden parts. - Store current pose inside the model and load this pose automatically if somebody load the model. - Save all changes by overwrite the selected model. - Hide all bones, which do not move a mesh part. XPS 10.6 - New menu item Modify-->Export scene as .obj ... Create a wavefront .obj file and copy all textures, automatically converted to .png ! - The menu item Options-> Add .. can now make invisible, the hidden bones. - The shortcut <Ctrl> H inside the Control window hide the selected bone. - The shortcut <Ctrl> H inside the Control window can hide also a whole bone tree. - Well known BUG's are fixed automatically. - 'Non unique' mesh names (token 2 from mesh part name) are fixed automatically. - Automatically fixed models can saved persistent. - The Modify-->Save Generic Item dialog has a option to copy the texture images into the destination folder. - The Modify-->Save Generic Item dialog has a option to copy the texture images into the destination folder and convert the images automatically to the .png format. - The Modify-->Save Generic Item dialog has a option to create the old Generic_Item format. - The Modify-->Save Generic Item dialog has a option to generalize 'Non Generic Items'. XPS 10.6.1 - Modify-->flags can used to choose flags which are stored inside the model if Modify-->Save generic item are used. When this model are loaded inside XPS, then this menu items are automatically invoked ! XPS 10.6.2 - Export wavefront .obj files with bump maps XPS 10.6.3 - it is now possible to move/translate bones further than the three XYZ sliders would allow: you can now use the text boxes below the sliders to manually enter values beyond the default range of +/-180. XPS 10.7.1 - Modify-->Rename bone names allow to use the "Control Window" bone tree to edit the bone names. XPS 10.8 Option->Display Shadows XPS 10.8.1 - Save animation as image frames into XNALara/images XPS 10.8.2 - Light dialog changed. For each light source you can choose : Light caust lshadows on/off. - Modify-->Flags dialog changed. New flag Model cast shadows on/off - Modify-->Save Generic_Item dialog changed. The new flag Model cast shadows on/off are stored inside the header of the new Generic format. XPS 10.8.3 - Modify-->Load GenericItem menu item can import .mesh.ascii and .mesh files - repair "root ground" bones persistent XPS 10.8.4 - Improved Mesh.Ascii Importer with AutoTexture feature. XPS 10.8.5 - new, safer way of reset the application using the menu File > + There's a new confirmation dialog when Remove the selected model. + There's a new confirmation dialog when Reset the scene. + There's a new confirmation dialog when Reset the selected pose. XPS 10.8.6 - Multiple mesh files. A MOD folder can now contains a mesh using the old Generic format and a other mesh using the new Generic format, - Support of models with mesh parts consist of zero vertices XPS 10.8.7b - BLOOM post-process effect - Save/Load scene files store/restore the Bloom post-processing parameters - bug fix: XNALara to no longer crash when the window is reduced in size of the title bar. - bug fix: Before, if you go to another program, and have XNA open, and use a scrollbar on this program, the camera moves around. This really annoying BUG are now fixed. - improved 3d controls: -- Select a bone (by clicking on it), then press Shift Q, Shift W or Shift E and drag with left mouse button to move the bone along the X, Y or Z axis. This way you can control the skeleton entirely from the 3D window and move a bone more then 180 units. -- Without the shift key, the bone rotate around the X, Y or Z axis, since XNALara 1.5. This feature still exists. XPS 10.8.8 - Real bump mapping support - New Modify-->Flags dialog with flags to change the tangent space for normal maps - No warnings if a wrong .mesh file are loaded. The warnings appear only for wrong .mesh.ascii files - Models using a buggy and outdated MeshAsciiToBin converter are auto corrected now. These models are shown with proper shading. - Character models by Dusan, using a non matching normal map, are auto corrected now. XPS 10.8.9 - support for custom OBJ MTL static models with sub folders. Modify-->Load static .OBJ XPS 10.9 - support for wrong .mesh.ascii files, created with 3ds max. Modify-->Load GenericItem - Internal changes to break some limits (Venus Edition ...) XPS 10.9.1 -- Release date 15/10/2012 07:00 p.m. - Break the 59 bones per mesh part Limit. New Limit are now greather then 32000 http://xnalaraitalia.deviantart.com/...tion-332550717 XPS 10.9.2 -- Release date 05/11/2012 - Support for deprecated render groups 24-25-26-27 (Specular and metallic maps) an the same way like the old classic XNALara - XPS now restore again the last position of the Render Window. - Quick save-pose like the quick save image. "F9 ... pose quick-save". Usefull for animation sequences - Static wavefront .OBJ files cast now per default no shadows - usefull for enviroments - Auto add camera pivot to familiar bone name, if this pivot are missing inside the model data. - New camera pivot to zoom at the selected bone. - BUG fix for .scene files. - XPS support now "emissions maps". Made available by zCochrane --- true emission shader, supported by new mesh groups 30 and 31 --- the shader expects three textures on its input: diffuse, bump and emission texture Pre version XPS 10.9.3a3 Version 3 -- Broadway Edition Release - New Lighting dialog. XPS supports now a screen resulution with 1024 x 600 - Light 4 -- "Spotlight" as soon - Support for "texture packs" without mesh file - Modify-->Save UV Face Layout" menu item to save the UV Layout for all mesh parts from the selected model.
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Link removed. - Why ? google, google “Google is your friend!” Last edited by XNAaraL; 16-11-12 at 10:00. |
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#2627 |
Professor
Join Date: Apr 2009
Location: The worthwhile problems are the U can really solve, the ones U can really contribute something to
Posts: 3,202
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New Version 10.6.3
Download link: XNALara_10.6.3.zip (666.88 KB) http://*************************/t170-x...latest-version - it is now possible to move/translate bones further than the three XYZ sliders would allow: you can now use the text boxes below the sliders to manually enter values beyond the default range of +/-180.
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Link removed. - Why ? google, google “Google is your friend!” |
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#2628 |
Archaeologist
Join Date: Feb 2010
Location: France - Marseille
Posts: 1,030
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Thanks for reply
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#2629 |
Archaeologist
Join Date: May 2011
Location: Serbia
Posts: 1,177
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Is there way to move this blade straight like in Z axis? It moves in every other way except in right one
[IMG]http://i54.************/2uj04dg.png[/IMG] Thanks in advance ![]()
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You are never too old to set another goal or to dream a new dream. C.S.Lewis |
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#2630 | |
Professor
Join Date: Apr 2009
Location: The worthwhile problems are the U can really solve, the ones U can really contribute something to
Posts: 3,202
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![]() ![]() You know, you can use Gz to move the blade global (world space) and Gzz to move something local ? BTW: XNALara - Xna Posing Studio version 10.6.4 DOWNLOAD link: XNALara_10.6.4.zip (667.81 KB) http://*************************/t174-x...ng-studio-1064 ![]() - Bone name edit Modify-->Rename bone names allow to use the "Control Window" bone tree to edit the bone names.
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Link removed. - Why ? google, google “Google is your friend!” Last edited by XNAaraL; 01-10-11 at 18:50. |
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