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XNALara 8.8

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XNALara 8.8 Empty XNALara 8.8

Post by AtlantiB Fri Oct 01, 2010 5:22 am

Update: version 8.8
Description: Several internal changes where made to speed up the progress of creating mods( implemented by XNAaraL) So now there are two separate commands in the menu:

  • Export selected as .mesh.ascii (T-pose)
  • Export selected as .mesh.ascii (posed)
new hot-key:

  • Shift F11 for export .mesh.ascii (posed)
DOWNLOAD


Last edited by AtlantiB on Fri Oct 01, 2010 12:02 pm; edited 4 times in total

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XNALara 8.8 Empty Re: XNALara 8.8

Post by Rolanda_141 Fri Oct 01, 2010 11:49 am

Invalid link. Download here.
P.S. Can someone make detailed tutorial with pictures, please?
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Post by AtlantiB Fri Oct 01, 2010 12:03 pm

link works fine.tutorial? about what?just pose your model and save it as base pose!

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Post by XNAaraL Fri Oct 01, 2010 12:21 pm

Tutorial is in my Download/database thread ;-)

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Post by Rolanda_141 Fri Oct 01, 2010 7:47 pm

Можете считать меня тупой Smile Ну не догоняю я, как можно .obj модель позировать, если у неё костей нет. И как можно сохранить модель в качестве "базовой позы".
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Post by XNAaraL Sat Oct 02, 2010 4:13 pm

Rolanda_141 wrote: И как можно сохранить модель в качестве "базовой позы".
Left side: http://www.mediafire.com/?4bu5snx8ct781 by Sir Croft ---- Right side: http://www.sendspace.com/file/v223dj one minute later with XNALara 8.8 and my 'Change Bone Names program'
XNALara 8.8 2eej59c
Pose the model inside XNALara (Load any TRU character as reference behind the new model)

XNALara 8.8 2ih1cvo
Use the new "Export posed" menu item.

Use GeMeshAsciiToBin.exe to convert the Generic_Item.mesh.ascii to Generic_Item.mesh
-- Or for the Dragon Age: Origins models use this http://www.sendspace.com/file/bheuyf to convert to Generic_Item.mesh . (Using is allowed only members of the forum xnalara.home-forum.com !!!) This small program rename all bone names to XNALara convention automatical and create the .mesh file.
If you have a serie from other games, then create a file named Generic_Item.txt in the MOD folder. Syntax: every bone name in a new line. Left side the bone name from the new model, then a Semicolon, then the bone name from TRU model. Example:
Code:

righ-ttoe;leg right toes
righ-tankle;leg right ankle
righ-tknee;leg right knee
righ-thip;leg right thigh
and use then the ChangeBoneNames program.

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