FAQ (Frequently Asked Questions)
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Xna Posing Studio :: XNALara :: XNALara
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FAQ (Frequently Asked Questions)
Q:
Pls help! My model got some polygon stuffs moving chaotic around after I play with the bones
Всем привет. Такая вот проблема, пробовала скачать версии ниже, проблема остается, поможете? Такое со всеми моделями при взаимодействии с костями.
Hello everyone. Such is the problem, I tried to download the versions below (Developer note: below what), the problem remains (Developer note: remains? Please point us to your "first" Bug Report!), help? This is the case with all models (Developer note: really all models? even the models shipping with XPS?) when interacting with bones.
A:
I cannot reproduce your issue:
Neither in XPS 11.8.7
Nor in the current XPS 11.8.9 ..
BTW:
Describe the research you did to try and understand the problem before you asked the question.
We having one place where you can post all your issues there on DeviantArt.
You can comment on this journal (or send a Note) with the following information and eventually in the same layout to keep things organized:
_______________________________________________________________
_______________________________________________________________
If any of this information is not for the public (problems on private models or scenes for example) you can send it in a note. We will not share any of it and delete it as soon as the tests for the bug fix are done.
Be sensitive in choosing where you ask your question. You are likely to be ignored, or written off as a loser,
Simon Tatham has written an excellent essay entitled How to Report Bugs Effectively. I strongly recommend that you read it.
Саймон Тэтхем (Simon Tatham) написал замечательное эссе, озаглавленное «Как эффективно сообщать об ошибках». Я настоятельно рекомендую его прочитать.
Pls help! My model got some polygon stuffs moving chaotic around after I play with the bones
Всем привет. Такая вот проблема, пробовала скачать версии ниже, проблема остается, поможете? Такое со всеми моделями при взаимодействии с костями.
Hello everyone. Such is the problem, I tried to download the versions below (Developer note: below what), the problem remains (Developer note: remains? Please point us to your "first" Bug Report!), help? This is the case with all models (Developer note: really all models? even the models shipping with XPS?) when interacting with bones.
A:
I cannot reproduce your issue:
Neither in XPS 11.8.7
Nor in the current XPS 11.8.9 ..
BTW:
- Have you noticed, that the "left hand" ist right in place possed (in your issue); but the "left arm" not?
The hand is mesh 24_skin_0.3_0_0 with 3758 # vertices and 6548 # faces
The arm is the mesh 24_siut_0.8_0_0 with 42204 # vertices and 56992 # faces(more than 32k and near the XNA maximum) - Have you noticed, that your system (video device) cannot handle the "specular" effects from this model?
- Have you noticed, that the textures are extremly huge (to large)? 4096x4096 pixel using the outdated (and not full supported by XPS) TGA format?
TGA was the native format of TARGA and VISTA boards, which were the first graphic cards for IBM-compatible PCs to support Highcolor/truecolor display.
The TGA file format was originally defined and specified by AT&T EPICenter with feedback from Island Graphics Inc in 1984. - Have you try to update your XPS ?
[You must be registered and logged in to see this link.] - Have you try to reduce the texture resolution
- Perhaps, you try to running XPS on Windows 10 with a Integrated Intel graphics video card?
Describe the research you did to try and understand the problem before you asked the question.
Always use the latest XPS version, since bugs from previous ones might be fixed already!
Link: [You must be registered and logged in to see this link.]We having one place where you can post all your issues there on DeviantArt.
You can comment on this journal (or send a Note) with the following information and eventually in the same layout to keep things organized:
_______________________________________________________________
- What version of XPS do you use?
(Always use the latest one, since bugs from previous ones might be fixed already.) - What model does this happen on? Please post a download link.
(This should be models that suddenly cause problems in a new version but that worked fine before. We cannot fix port/ mod related problems such as weight errors or texture errors that already appeared in previous XPS versions) - Please open XPS and navigate to Help>About. Post a screenshot of this window.
(This gives information about the XPS version and your supported Pixel and vertex Shaders.) - Run dxdiag on your PC and post a picture of the Display 1 Tab and the System tab.
(This gives information about your video card and available memory along with driver info.) - Please save the .scene file from File>Save scene... and upload it along with the file called XNA.cfg, located in the folder with the XNALara XPS.exe.
(To give information about your saved (default) settings)
_______________________________________________________________
If any of this information is not for the public (problems on private models or scenes for example) you can send it in a note. We will not share any of it and delete it as soon as the tests for the bug fix are done.
Be sensitive in choosing where you ask your question. You are likely to be ignored, or written off as a loser,
- If you do not provide at least all 5 of this informations above, required to reproduce your problem.
Simon Tatham has written an excellent essay entitled How to Report Bugs Effectively. I strongly recommend that you read it.
Саймон Тэтхем (Simon Tatham) написал замечательное эссе, озаглавленное «Как эффективно сообщать об ошибках». Я настоятельно рекомендую его прочитать.
XNAaraL- XNALara teacher
- Сообщения : 766
Location : Аргентина
Re: FAQ (Frequently Asked Questions)
<-->
FAQ is mostly for questions about the program XPS. Your question is about modding models.
BTW: Why do you not ask DEG5270 (rotten-eyed, SSPD077) ?
Making great looking hair has always been a hard to achieve goal in the videogame industry.
Principle there are 3 options to increase the hair tightness (density):
Be aware !
Be ... aware:
If someone ports a copyrighted character into an animation program (Blender, MMD, XNALara, XPS, etc),
or if someone create pictures (render, animations, etc), which you then publish online,
not only is that illegal copyright infringement but you have caused both financial and reputation harm to the owners of that character. Copyright laws give them the ability to sue you for not buying a proper use license and to also get you to remove all instances of this from the internet because you had no right to exploit the character.
If someone does this as a paid commission (on Twitter , vk.com , Deviantart, etc.), so the use is commercial, it is extremely illegal, and morally reprehensible.
Copyright means that the copyright holder has the exclusive right to decide who can copy, distribute, display, or use their creative content in another work. Copyright holders may indeed place restrictions on how their content can be used before they give you permission to use it.
In the United States, a copyright holder can not only have your work removed if it used in a way that they didn’t permit, but a judge in a copyright infringement lawsuit can also have:
All copies of your files or programs containing the character impounded.
You pay any monetary damages your use of the character might have caused the copyright holder.
You pay statutory penalties up to $150,000 for using the character.
You pay all attorney fees and court costs related to the lawsuit.
You go to jail for 5 years (for a first offense) or 10 years (for subsequent offenses) if your use of the character were somehow sufficiently egregious.
Simple, you ask permission from the copyright holder. Depending on their answer you can either continue, or change your project.
Anyway, here's a quick tutorial from MoogleOutFitters
I had used this tutorial 2016 to make the TW3 Syanna hair looks like in-game (and for DMC5 Vergil):
Altrought, your question contains not enough information to reply.
Perhaps you have used TressFX hair and you have adding only the "master strands" without the "slave strands"?
[You must be registered and logged in to see this link.]
FAQ is mostly for questions about the program XPS. Your question is about modding models.
BTW: Why do you not ask DEG5270 (rotten-eyed, SSPD077) ?
- Spoiler:
- Usually a porter can be recognized by its faults
Making great looking hair has always been a hard to achieve goal in the videogame industry.
Principle there are 3 options to increase the hair tightness (density):
- More strands of hair
- Thicker strands of hair
- Less transparency at the hair root
Be aware !
- Be warned:
- Should I worry about drawing or writing stories about characters from my favorite books, TV shows and movies?
makepictures:Not if it is a private activity.
Does whether I sell them or not make a difference?
makepictures:Yes. It’s not the best idea.
Be ... aware:
If someone ports a copyrighted character into an animation program (Blender, MMD, XNALara, XPS, etc),
or if someone create pictures (render, animations, etc), which you then publish online,
not only is that illegal copyright infringement but you have caused both financial and reputation harm to the owners of that character. Copyright laws give them the ability to sue you for not buying a proper use license and to also get you to remove all instances of this from the internet because you had no right to exploit the character.
If someone does this as a paid commission (on Twitter , vk.com , Deviantart, etc.), so the use is commercial, it is extremely illegal, and morally reprehensible.
- Spoiler:
- Be warned. Big Brother is watching you.
Copyright means that the copyright holder has the exclusive right to decide who can copy, distribute, display, or use their creative content in another work. Copyright holders may indeed place restrictions on how their content can be used before they give you permission to use it.
In the United States, a copyright holder can not only have your work removed if it used in a way that they didn’t permit, but a judge in a copyright infringement lawsuit can also have:
All copies of your files or programs containing the character impounded.
You pay any monetary damages your use of the character might have caused the copyright holder.
You pay statutory penalties up to $150,000 for using the character.
You pay all attorney fees and court costs related to the lawsuit.
You go to jail for 5 years (for a first offense) or 10 years (for subsequent offenses) if your use of the character were somehow sufficiently egregious.
Simple, you ask permission from the copyright holder. Depending on their answer you can either continue, or change your project.
Anyway, here's a quick tutorial from MoogleOutFitters
MoogleOutFitters wrote:
I have to admit that I work a lot with Photoshop. For Syanna's hair, I mainly worked with brightness and contrast by first darkening the hair over the brightness and then working out certain details using the contrast option. After that, I change the alpha channel in the same way. First I increase the brightness to achieve a higher transparency density, then I reduce the contrast so that the transparency is less towards the bottom to achieve a bit longer hair, or even more density. The specular is then often only a slightly lightened version of the diffuse, because in the end I don't want to deviate too much from the original hair color.
I had used this tutorial 2016 to make the TW3 Syanna hair looks like in-game (and for DMC5 Vergil):
Altrought, your question contains not enough information to reply.
Perhaps you have used TressFX hair and you have adding only the "master strands" without the "slave strands"?
[You must be registered and logged in to see this link.]
- TressFX:
- makinggames.biz/feature/augmented-hair-in-deus-ex-universe8881.html
Last edited by XNAaraL on Tue May 05, 2020 9:30 am; edited 4 times in total (Reason for editing : Edit the diffuse map)
XNAaraL- XNALara teacher
- Сообщения : 766
Location : Аргентина
Re: FAQ (Frequently Asked Questions)
Thank you very much for your reply and I understood all your warnings. Thank you very much for this. I'll fix it.
Guest- Guest
Re: FAQ (Frequently Asked Questions)
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Why XPS make whole background blue after ive ported this car to XPS?
and whats wrong this these materials? in blender they are only ONE material texture.
Why XPS make whole background blue after ive ported this car to XPS?
and whats wrong this these materials? in blender they are only ONE material texture.
Hikaru007- XNALara guest
- Сообщения : 14
Re: FAQ (Frequently Asked Questions)
Hikaru007 wrote:[You must be registered and logged in to see this link.]
Why XPS make whole background blue after ive ported this car to XPS?
and whats wrong this these materials? in blender they are only ONE material texture.
blue background (color) ... Blue screen of death ... XNA cornflower blue ???
I do not see any link to a "car" model (Mustang?); I do not see any image of your screen; so I cannot give you any answer.
whats wrong with these materials?
- Wrong is that they are only ONE material texture in Blender, but RG_1 required 6 textures;
- Spoiler:
if (requiredTextureNumber >= meshDesc.textures.Length) {
// XPS 11.7 Beta 1
changeTextureButtons[texIndex].Text = "Unknown";
changeTextureButtons[texIndex].AccessibleName = @"data\common\lightmap_white.png";
pictureBoxes[texIndex].ImageLocation = @"data\common\lightmap_white.png";
}
- Wrong is that they are no "[You must be registered and logged in to see this link.]" (RG#) before the mesh part name
- Wrong is that they are more than one meshes with the same name "boot_ok"
- Wrong is that they are a underscore ('_') in the mesh part name
- Wrong is that "boot" is a wrong RG#
- Wrong is ....
The question is ... what is here correct ?
Also relevant:
Grrr, idiot forgot to set texture that the shader is clearly using.
XNAaraL- XNALara teacher
- Сообщения : 766
Location : Аргентина
Re: FAQ (Frequently Asked Questions)
this blue background
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
Hikaru007- XNALara guest
- Сообщения : 14
Re: FAQ (Frequently Asked Questions)
And this is also purple background:Hikaru007 wrote:this blue background
And this was my comment: [You must be registered and logged in to see this link.]
To explain it:
You have any render group number (RG_34 or RG_35) with real time reflection (cubmap) and you have set the cubemap resolution to high:
6x2048x2048 pixel
BTW:
Before you ask about the black or transparent spots, google about "pure white" (XNALara Clear Color), or read: [You must be registered and logged in to see this link.]
XNAaraL- XNALara teacher
- Сообщения : 766
Location : Аргентина
Re: FAQ (Frequently Asked Questions)
it might blender problem, ive ported few cars from .dff files and they worked fine
but after serviceman reinstall win10 after faulty april update, all ported cars from .dff files are pile of mess.
but after serviceman reinstall win10 after faulty april update, all ported cars from .dff files are pile of mess.
Hikaru007- XNALara guest
- Сообщения : 14
Re: FAQ (Frequently Asked Questions)
Hikaru007 wrote:it might blender problem, ive ported few cars from .dff files and they worked fine
but after serviceman reinstall win10 after faulty april update, all ported cars from .dff files are pile of mess.
Believe me or don't believe me. It's your decision.
But when I say that you used a "render group number 34 or 35" and that you chose a "reflection resolution of 2048" and that you don't have a background image, and that these 3 factors in my XPS make the background gets purple color, that's just true and the way it is . I know my application.
XNAaraL- XNALara teacher
- Сообщения : 766
Location : Аргентина
Re: FAQ (Frequently Asked Questions)
How about render group number 5? Ive noticed that group use single material but after that XPS make extra materials what i don't need.
Hikaru007- XNALara guest
- Сообщения : 14
Re: FAQ (Frequently Asked Questions)
I have no idea what you're talking about or what your question is.Hikaru007 wrote:How about render group number 5? Ive noticed that group use single material but after that XPS make extra materials what i don't need.
I have already tried to explain to you that the background only gets a purple color if all 3 factors occur simultaneously:
- A missing background image for the reflections on the cube map
- A to high resolution selected (Ex 6x2048x2048) in the Config dialog
- A render group that generates realtime reflections and therefore creates a cube map, i.e. RG _34 or RG_35
So if you eliminate a single one of these 3 factors, then everything is fine.
So you can either
- Add a background image
or - Reduce in Config-->Preferences-->Effects the "Reflection" "Resolution" to 512 or 256 (Which is also highly recommended for memory reasons)
or - You can switch the Render Group (Material) to any other of the currently 43 RGs
So,
yes, render group number 5 will solve your issue.
Yes, the material render group number 5 needs just one texture (a diffuse map). Read [You must be registered and logged in to see this link.]
No, XPS do NOT make extra
XNAaraL- XNALara teacher
- Сообщения : 766
Location : Аргентина
Re: FAQ (Frequently Asked Questions)
What if XPS not accept any render groups except 1?
Ive changed render group to 5 and then himself changes to rg 1
RG_34 olso become 1 himself.
Ive changed render group to 5 and then himself changes to rg 1
RG_34 olso become 1 himself.
Hikaru007- XNALara guest
- Сообщения : 14
How to change any render group number to 5? Just enter 5 in the "render group" field
Sorry. What you are doing?Hikaru007 wrote:...
RG_34 olso become 1 himself.
If you look at the two pictures of my last post, you can see that it works.
How did you have "changed render group to 5" ?
The way to change render group 34 to 5 is:
- Click with the left mouse button (LMB) into the field "Render Group"
- and type "5"
- and press "Return"
What do are doing to "changing render group 34 (diffuse, bump, mask and specular map) to 5 (diffuse)"?
- Had you Clear (from RG_34: diffuse, bump, mask, specular) the "specular map"? Right, that switch to RG_1 (diffuse, light, bump, mask, bump1and bump2 map).And it need to create the "light map", the "bump1 map" and the "bump 2" because the model had a "mask map" and RG_1 is the render group nummer having a "mask map" and a "diffuse map" and a "bumb map" and there fore the render group "most near" to your material. If you now Clear the "mask map", then it switch to RG_2 (diffuse, light and bump map). If you know Clear the "bump map". it switch to RG_3 (diffuse and light map). If you now Clear the "light map", then you get "render group 5". It could only one way to be more complicated!
- Had you Clear (from RG_34: diffuse, bump, mask, specular) the "mask map"? Then you get RG_40 (diffuse, bump and specular map). If you now clear the "specular map", the you get RG_4 (diffuse and bump map), while deleting the mask map would result in RG_5 (diffuse)
- Had you Clear (from RG_34: diffuse, bump, mask, specular) the "bump map"? Then you will get render group 22 (diffuse, light, bump, mask, bump1, bump2 and specular map)! It couldn't be more complicated!
The way to change render group to 5 is:
- LMB on the field "Render Group"
- and type "5"
- and press "Return"
How to change any render group number to 5?
Just enter 5 in the "render group" field
XNAaraL- XNALara teacher
- Сообщения : 766
Location : Аргентина
Re: FAQ (Frequently Asked Questions)
What about "Modify-->Save Generic_Item ..." after changing the RG ???????????Hikaru007 wrote:i did this
- Code:
http://www.mediafire.com/file/5ypckhbpt3xr7mh/Rec_0004.mp4/file
When you don't save your work ...
To quote
Office 2016 for Dummies wrote: If you don't save your work, whatever you have entered disappears when you close the application, load another file or turn off your computer. Not good
XNAaraL- XNALara teacher
- Сообщения : 766
Location : Аргентина
Xna Posing Studio :: XNALara :: XNALara
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