15-05-11, 20:19 | #21 |
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Joined: Jul 2006
Posts: 339
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awesome, thanks I was searching the forum for info about the generic_item type. but was only finding little spats like "add 0.1_0_0 its default!"
I'm surprised that info isn't linked with the xnalara download. thats a rather critical part if anyone hopes to learn how to add new models. also the majority of the information seems to be miss translated.. micro maps lol hopefully my maxscript will bring power back to the fellow n00b! EDIT here's what I'm assuming the name system is <Material Type> <Mesh Name> <Spec Power> <Bump1 Scale> <Bump2 Scale> example: 1_myModel_0.1_0_0 this system is very sloppy and material parameters are really basic seems this is all a hackup, I'm not sure why dusan did not setup a proper material system O_o aw well EDIT2 I'm going to go ahead and assume XNAaraL is ignoring my inquires about the generic_item materials either way the setup is a real pain, and I'm still unsure how to approach it so that everything it automated. I'd like to have it so that the user can just hit export and the proper rendering group will be automatically setup in your export. but then do I add support to the exporter for existing models? models that are not generic_item meshes.. hm.. Edit3 my proposal on getting a more detailed model of angelina jolie got shot down hard. however I still don't see the harm in editing the model into xnalara. even only for private use. if anyones interested in rigging up the head PM me. [IMG]http://i54.************/1zgf2mt.jpg[/IMG] Last edited by mariokart64n; 16-05-11 at 07:16. |
16-05-11, 14:19 | #22 |
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Joined: Sep 2010
Posts: 676
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Hey! I was testing your script, and here's a suggestion:
There are many generic meshes, which have 'unused' bones. These bones are usually moving some small parts, like they're 'fine-tuners', or they are simply not moving anything, so modders just give them an 'unused' prefix, and XNALara will ignore them. They show up in Max though, and you get a really messy skeleton. Is it possible to hide those? Last edited by Ventrue; 16-05-11 at 14:22. |
16-05-11, 16:40 | #23 |
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Joined: Sep 2007
Posts: 453
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Is normal this?
Lara don't have same problem |
16-05-11, 18:45 | #24 |
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Joined: Mar 2009
Posts: 17,425
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Animation test using the script |
16-05-11, 20:33 | #25 |
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Joined: Jul 2006
Posts: 339
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@Ventrue
ok, but I think some of the un-used bones actually have some vertices assigned to that, so removing them could cause problems. but I'll look into it, and delete them if possible. if not, then I'll have to make a way of excluding it from the main skeleton, or like you said hide them @grotesque I noticed this last night.. the normals get deleted after the skin modifer is applied. I'll have to enter the normals in a modifier and add that over top the skin modifer.. its complicated cause 3dsmax doesn't fully support normals. it tries to convert them to smooth groups. which it doesnt do properly.. so you get that black area effect |
16-05-11, 20:34 | #26 | |
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Joined: Sep 2009
Posts: 6,726
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17-05-11, 02:41 | #27 | |
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Joined: Jul 2006
Posts: 339
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wrote up a script that reads through a ascii mesh, to gather information on the "generic_item" name format
here's what I got on the first file: Quote:
<Mesh Name> <Spec Power> <Bump1 Scale> <Bump2 Scale> although in the above example bone names are appearing in the mesh name. any ideas why? how does that have any significance to the materials? |
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17-05-11, 03:00 | #28 | |
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Joined: Apr 2006
Posts: 851
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17-05-11, 03:04 | #29 |
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Joined: Jul 2006
Posts: 339
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cool, thanks for clearing that up.
I'll gather some more information like bump scale and spec power so I can import the materials more true to xnalara. EDIT Ok.. another question.. as it stands the default models in xnalara are hardcoded into xnalara.. meaning xnalara expects a certain skeleton to be present or a certain mesh to be within the mesh file.. if theres a difference xnalara crashes. this was before the generic_item spec existed, some may know that from modding mesh withs in blender.. the generic_item format isn't a problem I can dump whatever into it, and aslong as this render group business is setup right theres no problems (no xnalara crashing). the concerning issue is editing existing hardcoded models.. not only do I have to consider mesh names, but I have to consider the skeleton, mesh order and materials. my question is, do you guys feel that being able to edit hardcoded models is important? if so I have to make it so my script creates a profile of an opened mesh files. then when you export it, it'll make sure your export follows the bone,mesh, material orders. i'll make up a GUI, and probably have a drop down, "Export as Existing MESH","Export as NEW MESH" "Export as NEW MESH" of course will be the generic_item spec... ?? feedback please Last edited by mariokart64n; 17-05-11 at 03:17. |
17-05-11, 07:40 | #30 | |||||
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Joined: Apr 2009
Posts: 3,226
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How rude. :(
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The requirements: http://www.tombraiderforums.com/show...&postcount=197
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I have already implemented this functionality since XNALara version 7.2.
Last edited by XNAaraL; 17-05-11 at 07:43. |
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