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#551 |
Professor
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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#552 |
Hobbyist
Join Date: May 2012
Posts: 5
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Hello!
Is there some way to export not only the geometry but also the rig (bones+weight groups) from XNALara? |
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#553 |
Hobbyist
Join Date: May 2012
Location: United States
Posts: 60
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^ You can import the models with skeleton into blender if that's what you're asking.
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#554 |
Professor
Join Date: Apr 2011
Location: Bobolendo
Posts: 3,759
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#555 | |
Hobbyist
Join Date: May 2012
Posts: 5
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I'm planning to learn rigging in Maya, so I assume if I import the model+rig into 3ds I won't have problem exporting it to Maya. Gonna try that. EDIT: Hmmm, I've found this: http://www.tombraiderforums.com/showthread.php?t=173087 -> Blender 2.57 importer. by FigureSculptor, v2.0 Does import the bones but nothing else (produces errors). Does anybody know if it requires a specific version of Python? I'm currently using 2.7 According to this thread: http://blenderartists.org/forum/show...nd-Blender-2.6 the script should work in 2.62 so I'm finding it hard to believe that it wouldn't work with 2.63 Last edited by mikemayday; 31-05-12 at 01:31. |
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#556 |
Historian
Join Date: Oct 2010
Location: Ohio
Posts: 476
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Quick question.
Sometimes, when I change the color of a hair texture, the model's hair loads into xnalara really blocky, like so: ![]() Its all edged and blocky instead of being nice and..normal. Why is that? xD
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#557 | |
Professor
Join Date: Apr 2011
Location: Bobolendo
Posts: 3,759
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#558 | |||
Professor
Join Date: Apr 2009
Location: The worthwhile problems are the U can really solve, the ones U can really contribute something to
Posts: 3,226
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Short answer: If you using Blender 2.63 then you requires Python 3.2. And you need the XNALara Import script for "Blender 2.63" Question: You currently using 2.7 ? What? Blender 2.7 ? Python 2.7 ? XNALara 2.7 ? ![]() Details: Additional converter http://www.tombraiderforums.com/showthread.php?t=173087: Blender 2.49 importer/exporter by Dusan, sephirostoy and XNAaraL - required Python 2.62 Blender 2.57 importer by Dusan, sephirostoy, XNAaraL and FigureSculptor - Python 3.2 Blender 2.63 importer by Dusan, sephirostoy, XNAaraL and FigureSculptor - required Python 3.2 According to the thread mentioned above, I thinks, the statements XNALara and Blender 2.6 on BlenderArtists Quote:
![]() Ignore this statements, the user has only 2 posts ![]() The quote Quote:
Blender 2.57 or 2.63 has a the full python 3.2 included, so there's no need to install python for it to work. To get a shortcut to blender on your desktop, you can move the blender folder to someplace other than the desktop - on windows, I would place the folder in the 'program files' folder, then rightft click on the blender.exe file and choose the option 'create shortcut', then move the shortcut to your desktop. Change as needed, since I don't know what os you're using... EDIT: If you want to use 3ds, why you not try the 3ds max importer/exporter by mariokart64n? XNALara Mesh Modding Tutorials-->Additional converter 3dsmax8 - 3dsmax2012 importer/exporter by mariokart64n Improved 3dsmax8 - 3dsmax2012 importer/exporter by sunnydavis 3ds Max 2013 importer/exporter by sunnydavis
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Link removed. - Why ? google, google “Google is your friend!” Last edited by XNAaraL; 05-06-12 at 05:45. Reason: 3ds max information |
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#559 |
Hobbyist
Join Date: May 2012
Posts: 5
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Thanks XNALaraL, somehow I've missed that link :/
The bones and weightgroups work great, now it's just not importing the textures (as FS mentiones) but that's much easier to do by hand ![]() E: oh man, no, the materials import flawlessly, it's just the 3d-display that doesn't have them assigned. Awesome! Last edited by mikemayday; 31-05-12 at 10:51. |
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#560 |
Archaeologist
Join Date: Nov 2011
Location: Milan, Italy *vomits*
Posts: 1,065
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I am experiencing a new problem I never had before.
I rezised and rotated a model in max, selecting both mesh and skeleton like I always did. I import it in Blender, remove doubles and export it again in mesh.ascii format. But when I load the model in XNALara, the skeleton is off O__o as if I rotated only the mesh and not the skeleton, when everything shows perfectly in both max and Blender.. EDIT: Nevermind, I fixed it. I think it was a bug or something in max, sometimes it does weird things and I have to load it again °_°
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My WIP http://www.tombraiderforums.com/showpost.php?p=6500670&postcount=11416 Last edited by Runa; 01-06-12 at 09:34. |
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