XNA Posing Studio XPS 11.8.8 -- Thumbnail Edition -- release 188

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Post by XNAaraL on Mon Apr 01, 2019 5:26 am

XNA Posing Studio XPS 11.8.8 -- Thumbnail Edition -- release 188

Download http://core-design.com/community_xps.html
Download link XPS 11.8.8:
http://core-design.com/community_xps.html

Idea inspired by
XNA Posing Studio XPS 11.8.8 -- Thumbnail Edition -- release 188 1554096184-pose-thumbnails

What's new?

1. The "File-->Load pose ..."   window now has a preview image function!
2. The "File-->Load scene ..." window now has a preview image function!
XNA Posing Studio XPS 11.8.8 -- Thumbnail Edition -- release 188 1554183850-loadpose

It is easy to add!
Every time, if you save a pose or a scene, XPS 11.8.8 create the thumbnail preview image into the poses or scenes folder.  Idea
All you have to do is to enable "Thumbnail View for Pictures" in your Windows explorer (Load pose / scenes window)
Hint: Thumbnail Previews Not Showing in Windows 8/10 Explorer  Question
How to enable Thumbnail Previews?:
https://www.online-tech-tips.com/windows-8/thumbnail-previews-not-showing-in-windows-8-explorer/

What's also new?
Some porters have not added preview images for models, although this feature has been in existence since February 20, 2014  (XPS 10.9.8.7.6.5.4.3.2.1.0 - Countdown Preview Edition); although their description mentions something else:
Example:
https://www.deviantart.com/zareef/art/DOA5-LR-Kasumi-Alluring-Mandarin-dress-791406193
- A preview image was added for XNALara's "add model" window.
3. By saving a pose or a scene, XPS 11.8.8 will add a preview image for the selected item into the models folder, if it is missing.

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Post by uyesuyes on Sat Apr 06, 2019 11:25 am

Thanks for the update...

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Post by Izack on Sat Apr 06, 2019 8:21 pm

Hi all ! I have a little question here, Is any way to avoid the bone limit (per mesh) when exporting from xps ? On max or blender I don't have that issue, but xps itselft has it, so I edit so material, export for save the work, but when importing the model is split into many pieces. I hope you understand my question with my bad English.

Congratulations on the update, and thank you very much for the work.

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Post by OmezamenoKoucha on Sun Apr 07, 2019 11:33 am

Hi! I just wanted to thank you properly for your hard work on improving XPS! Keep up the good work!!  Very Happy
I have a question about the latest update. Would you consider making optional the following feature, please?: "Model folders that do not contain models are now moved from the "data" folder to the "WIP" folder."
I have a lot of folders which contain, e.g., only textures and I prefer keeping them in the folder along with the model.
It's just a suggestion!
Thank you!
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Post by XNAaraL on Sun Apr 07, 2019 3:44 pm

OmezamenoKoucha wrote:Hi! I just wanted to thank you properly for your hard work on improving XPS! Keep up the good work!!  Very Happy
I have a question about the latest update. Would you consider making optional the following feature, please?: "Model folders that do not contain models are now moved from the "data" folder to the "WIP" folder."
I have a lot of folders which contains, e.g., only textures and I prefer keeping them in the folder along with the model.
It's just a suggestion!
Thank you!
Hi Sara!
I just wanted to say that I like your renders. Especially "What's mine is yours".
Just saying:
(Just saying that this is neither posed in XNALara by Dusan Pavlicek;
nor I haven't been involved in the development of XNALara;
nor was Dusan ever involved in the development of XPS .
So, "Posed in XNALara by Dusan Pavlicek/XNAaraL" is just wrong in roots)
https://www.deviantart.com/comments/4/12302224/3189983702

I do not consider to make this feature "optional". Nice to know that you prefer keeping "texture packs" in the folder along with the model. I do prefer the same; and I keeping them also in the folder along with the model, as Brodway "texture pack".
Doing that without using the "Broadway Edition" double dash Notation, is not how XPS working. And XNALara had never works with this.
I call "porters", who try to sabotage XPS on this way, as "stupid".  It was one of the reasons why I had stop to continue to improve XPS, 2 1/2 years ago: https://www.deviantart.com/comments/1/633121343/4219205623
Since XPS 10.9.3 (Nov 21, 2012), there is a "texture pack" feature (Broadway double dash Notation) to keeping the additional textures in the data folder, along with the model. Nobody in the last 7 years has dislike it and nobody since 7 years requested to Change it.
Use it or do not use it. It is your decision.

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Post by OmezamenoKoucha on Sun Apr 07, 2019 6:05 pm

Thank you kindly for liking my renders!!  Very Happy
By writing "Dusan Pavlicek/XNAaraL", I just wanted to credit both you and Dusan... I'll write it properly, following your hint. Wink  
What I wanted to say is that some subfolders (e.g. folders containing unconverted models or folders, that are not renamed according to the "Broadway version") have been moved to the WIP folder by default. I'd like to choose whether to move these folders in the WIP one or not.
I'm not asking to change the "texture pack" feature, because it's very useful! My suggestion was to change the behaviour of the WIP folder, by adding the possibility to use the WIP folder by choice and not by default. This way, folders and subfolders can remain in the original position (if preferred), or be moved to the WIP folder.
If it's not possible, it's ok!
Thank you!
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Post by XNAaraL on Mon Apr 08, 2019 12:48 pm

OmezamenoKoucha wrote:What I wanted to say is that some subfolders (e.g. folders containing unconverted models or folders, that are not renamed according to the "Broadway version") have been moved to the WIP folder by default. I'd like to choose whether to move these folders in the WIP one or not.
I'm not asking to change the "texture pack" feature, because it's very useful! My suggestion was to change the behaviour of the WIP folder, by adding the possibility to use the WIP folder by choice and not by default. This way, folders and subfolders can remain in the original position (if preferred), or be moved to the WIP folder.
If it's not possible, it's ok!
Thank you!
I already understood your request in your first post.
You misunderstood my answer (I know that my English is difficult to understand).

I will answer your question in other words. Maybe that will make the facts clearer.

<< You want a way to prevent folders without having a mesh (model) from being moved to the WIP folder?
>> This way exists already. There has been a way to deal with folders without having a mesh, without cause a problem, for six and a half years (since XPS 10.9.3). I call this way to avoid the "move to WIP" folder , a "texture pack" feature (e.g. the folder is marked with " -- ").

<< You want to request, to extend the XPS 11.8.7 feature "Model folders that do not contain models are now moved from the "data" folder to the "WIP" folder."? By adding a "choose" dialog to use this feature or  to not use this feature?
>> This is possible. It is easy to implement it. But I don't want to change this behavior.

I don't want to change this behavior for different reasons:
1) Inside the "data" folder belongs only model data folders
2) Folders and subfolders (without mesh and only textures) can remain in the original position, like you prefer, if the porter (or you as user) make it right. That is the "texture pack" feature. I explain it later.
3) "Model" folders without model data do harm the application; and do confusing the users; and cause warnings.
4) folders and subfolders can not remain in the data folder (even if you prefer it),if this folders contains no mesh file. This folders (e.g. folders containing unconverted models) must be moved to the WIP folder.
5) There are some other reasons too.

I'll write an example to show you what you can do that folders and subfolders can remain in the original position.
You use as model "Lunafreya". At first I thought you had used the wonderful model by NightysWolf:
XNA Posing Studio XPS 11.8.8 -- Thumbnail Edition -- release 188 I_miss_those_days____by_nightyswolf_dcfxqex-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MzUwMCIsInBhdGgiOiJcL2ZcLzc3YTQyZjkxLWQ2ODYtNGVmYy04MmRhLWIyZDhmODBlYTMyZFwvZGNmeHFleC01ODlkZWNiZC0yZDY5LTQyYmUtOTlmNC1mYjVkOTE1Mzg0YmIuanBnIiwid2lkdGgiOiI8PTMwMDAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ
Lunafreya for XPS by by NightysWolf:
https://www.deviantart.com/nightyswolf/art/I-miss-those-days-752362233
That was not true.
The model you used had another "additonal textures" folder on the same level as the "Final Fantasy Lunafreya" model folder. The folder "additonal textures" had 3 subdirectories "Default", "Injured" and "Pale". Right?
So, the whole tree "additional textures\Default", "additional textures\Injured" and "additional textures\Pale" was moved to "WIP\data" folder. Right?

My solution is:
XNA Posing Studio XPS 11.8.8 -- Thumbnail Edition -- release 188 1554718036-texture-pack
There the DOWNLOAD link:
fixed Lunafreya for XPS:
https://www.sendspace.com/file/2wh4sg

What have I done to fix it?
1) The different appearance of Lunafreya are inside a folder "Final Fantasy". In this folder is also a "preview image" (Prev.png). This folder  is not required, but it is recommended.
2) Inside the  "Final Fantasy" folder is the subfolder with the model (mesh), named "Lunafreya", and a "preview image" (Prev.png). This model folder is self-evident required!
3)  Inside the  "Final Fantasy" folder are also the three folders with the additional textures, "Lunafreya -- Default", "Lunafreya -- Injured" and "Lunafreya -- Pale". Note the necessary naming for XPS: "Model Folder Name", "blank hyphen hyphen blank" and "texture pack folder name". Each "texture pack" folder has also a "preview image".

What are the advantages of this solution?
1) You can load the "additional textures" (texture packs) like a normal model, using "File-->Add item(s) ..." or by Drag&Drop the texture pack folder into the 3d Window; without needs to use the "Material Editor"
2) You already see in the preview dialog what the additional textures look like
3) Folders can remain in the original position
4) If you want, you can use the "Material Editor"
5) No warnings about "Data folder "data\foo\textures" contains no mesh file. Skipping... "
6) No waste of memory space (RAM)
7) Better performance
...

Izack wrote:Hi all ! I have a little question here, Is any way to avoid the bone limit (per mesh) when exporting from xps ? On max or blender I don't have that issue, but xps itselft has it, so I edit so material, export for save the work, but when importing the model is split into many pieces. I hope you understand my question with my bad English.

Congratulations on the update, and thank you very much for the work.
I understand your english, but I don't understood your problem.
You really should update your XPs version!

XPS has no bone limit since Oct 15, 2012 ("XPS 10.9.1 - Bones unlimited edition")
XPS do not  have that issue,
XPS do not split a mesh into many pieces (Except you save it using "as old generic format". This is the only option which has to split the mesh, because every old version before XPS 10.9.1 had this limit)

(3ds) max have that issue! Or more precise, the max exporter by mariokart64n do split meshes
max XnaLara Converter by mariokart64n:
https://www.deviantart.com/comments/1/675360368/4700319708

You really should update your XPs version, it is outdated for six and a half years!

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Post by OmezamenoKoucha on Mon Apr 08, 2019 1:40 pm

Wow, many thanks for your answer. It is very clear and enlightening!  Very Happy
I don't use neither NightysWolf's nor Xelandis' models (not the latter ones anymore), because I ported FFXV models myself, but your example has been really constructive. I'm going to adjust folders and subfolders this way.
Sorry for misunderstanding your previous answer. Embarassed
Thanks for taking your time to write the above! Wink


Last edited by OmezamenoKoucha on Mon Apr 08, 2019 11:06 pm; edited 1 time in total
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Post by Izack on Mon Apr 08, 2019 4:10 pm

Hi XNAaraL, thanks for answer. Yes I export the model in .mesh.ascii format and that happens. I always use the latest version of xps, its not 6 years old hahah lol!

P.D: I´don't like the wip folder... just ruin my way to do things.

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Post by ngovandang1997 on Mon Apr 08, 2019 8:15 pm

Wow awesome. I still hope for a principle render material will be add to support rendering human skin
Haha

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Post by XNAaraL on Tue Apr 09, 2019 9:54 am

ngovandang1997 wrote:Wow awesome. I still hope for a principle render material will be add to support rendering human skin
Haha
Haha, I like this joke.

TheForgottenSaint47. Seriously:
Since Feb 20, 2016 (XPS 11.5 - Seven Anniversary Edition), this is possible.

"Render Material" is generated in XPS as a "shader" effect. XPS has an "Application Programming Interface" (API) to support new third-party shaders.
Subsurface scattering shaders (SSS) for skins or wax can you just add to the "shaders" folder.
SSS:
Subsurface scattering is a mechanism of light when penetrating an object or a surface. Instead of being reflected, like metallic surfaces, a portion of the light is absorbed by the material and then scattered inside. This behavior is often known under the acronym SSS for "SubSurface Scattering". Many materials in real life have subsurface scattering such as skin or wax.

XPS 11.5 wrote:-> User written shaders written in the HLSL language can be added now!
Three demo shaders, with eight Techniques (example for developers), are included inside the new shader folder "XNALara_XPS\shaders" and are called "XL GrayScale.fx" , "XL Sepia.fx" and "XL Shading"
When started, XPS read this shader source files and compile the source code. The menu items in the "Shader" menu will be added.

XNA Posing Studio XPS 11.8.8 -- Thumbnail Edition -- release 188 Sss_sarah

BTW:
> 360°:
https://www.deviantart.com/comments/1/482259793/3766300193
and last but not least
https://www.deviantart.com/comments/1/482259793/3766290506

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Post by ngovandang1997 on Tue Apr 09, 2019 11:14 am

XNAaraL wrote:
ngovandang1997 wrote:Wow awesome. I still hope for a principle render material will be add to support rendering human skin
Haha
Haha, I like this joke.

TheForgottenSaint47. Seriously

affraid   How do you know that's me

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Post by XNAaraL on Tue Apr 09, 2019 1:00 pm

ngovandang1997 wrote:affraid   How do you know that's me
Special for you my friend, YOU can get your SSS shader here https://www.deviantart.com/vincentxyooj/art/Blender-Cycles-Skin-Shader-NOW-AVAILABLE-511446296
VincentXyooj wrote:This is a universal skin shader for
blender that works on DAZ, XPS, etc...
VincentXyooj wrote:https://www.deviantart.com/comments/1/511446296/3906692639
You are able to tweak the sss and everything with my shader, the possibilities are endless Smile, works with any skin tone  
that you can think of :3. I made sure that it could be used for anything.

Spoiler:
last but not least
https://www.deviantart.com/comments/1/482259793/3766290506

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Post by ngovandang1997 on Tue Apr 09, 2019 4:09 pm

XNAaraL wrote:
Special for you my friend, YOU can get your SSS shader here

Shocked Thank you alot then

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Post by XNAaraL on Tue Apr 16, 2019 10:27 am

Izack wrote:Hi all ! I have a little question here, Is any way to avoid the bone limit (per mesh) when exporting from xps ? On max or blender I don't have that issue, but xps itselft has it, so I edit so material, export for save the work, but when importing the model is split into many pieces. I hope you understand my question with my bad English.

Congratulations on the update, and thank you very much for the work.
Izack wrote:Hi XNAaraL, thanks for answer. Yes I export the model in .mesh.ascii format and that happens. I always use the latest version of xps, its not 6 years old hahah lol!

P.D: I´don't like the wip folder... just ruin my way to do things.
Che boludo, ¿qué hacés?

At first
Izack wrote:Congratulations on the update, and thank you very much for the work.
Izack wrote:P.D: I´don't like the wip folder... just ruin my way to do things.
These two statements from you sound totally contradictory.
P.D: Non model data inside the data folder, just ruin the way like XPS (and XNALara) to do things.
Data folder "data\foo" contains no mesh file. Skipping ...:
https://www.tombraiderforums.com/showpost.php?p=7548434&postcount=223

2nd
Random XPS user: XPS has a bone limit (per mesh) when exporting
The XPS developer: XPS has no bone limit per mesh.

Random XPS user: when importing the model in max or blender, it is split into many pieces
The XPS developer: XPS do not split a mesh into many pieces. the max exporter by mariokart64n do split meshes.

Random XPS user: I export the model (from 3ds max) in .mesh.ascii format, that happens.
The XPS developer: That's what I said. XPS does not split meshes. The 3ds max exporter by mariokart64n is the cause of your problem.
The max exporter developer: yeah there was a limit so there was a auto splitter. Essentially under options there’s a bone limit count or something that you can increase to 999999999 from 50.. or something

These statements sound contradictory, But you can believe the developer. They know what they have done themselves. And you've gotten the hint, on how you can fix your problem in 3ds max.


Some (true) facts:

1) The view of the models that you see in a 3D editor like Max or Blender is not always what the models really are.
For example, the same models in the same 3D editor, with different settings of the 3D editor:
XNA Posing Studio XPS 11.8.8 -- Thumbnail Edition -- release 188 1555406539-smooth
XNA Posing Studio XPS 11.8.8 -- Thumbnail Edition -- release 188 1555406542-solid
Is the surface of the model now smooth like skin, or edgy like a diamond? How can you know it?

2) Here's the proof that XPS does not split meshes:
DOWNLOAD link of all data(s): https://www.sendspace.com/file/991roq
2a) The model is exported from Blender as FBX format. It has one mesh. This mesh is is influenced by 235 bones per mesh
2b) The FBX format is converted to "in.mesh.ascii" with Noesis and this script http://xnalara.org/viewtopic.php?f=17&t=1139
2c) The "in.mesh.ascii" is loaded in XPS 11.8.8 using "Modify-->Load GenericItem ..."
2d) The model is converted in XPS 11.8.8 as "in.mesh", using "Modify-->Save GenericItem" with default settings.
2e) The "in.mesh" is loaded in XPS 11.8.8
2f) Using the XPS "Material Editor", the mesh name is changed from "mesh01" to "head". Normal map and Specualr map added. RG is modified from 5 to 40 to 41. Render Paramter changed from "0.1" to "0.15" ...
2g) The model is exported as "out.mesh.ascii", using "Modify-->Save GenericItem" with default settings.
2h) The model is imported in Blender 2.49, using this importer script version 1.8 http://xnalara.forumotion.com/t18-gemeshasciitobin-addcameratargets-modpublisher-changebonenames-meshbintouvmap-changescenefile-modprotector-mesh_cleanup-and-autotexture-utility-s
2i) The result is:
XNA Posing Studio XPS 11.8.8 -- Thumbnail Edition -- release 188 1555406553-235-bones-per-mesh
==> 235 bones per mesh
==> nothing splitted


If you make the same effort and present your problem in the same way, then I can show you where your mistake is.

chao

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