GeMeshAsciiToBin, AddCameraTargets, ModPublisher, ChangeBoneNames, MeshBinToUvMap, ChangeSceneFile, ModProtector, mesh_cleanup and AutoTexture utility's!
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Re: GeMeshAsciiToBin, AddCameraTargets, ModPublisher, ChangeBoneNames, MeshBinToUvMap, ChangeSceneFile, ModProtector, mesh_cleanup and AutoTexture utility's!
Link is dead! Where can i download New Exporter MeshAsciiExt Version 2.3 -- New Importer 1.7?
BlueSky- XNALara guest
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Re: GeMeshAsciiToBin, AddCameraTargets, ModPublisher, ChangeBoneNames, MeshBinToUvMap, ChangeSceneFile, ModProtector, mesh_cleanup and AutoTexture utility's!
Today, link is worked.
BlueSky- XNALara guest
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Re: GeMeshAsciiToBin, AddCameraTargets, ModPublisher, ChangeBoneNames, MeshBinToUvMap, ChangeSceneFile, ModProtector, mesh_cleanup and AutoTexture utility's!
服务器暂时不可用,有时是为了防止发生系统过载
XNAaraL- XNALara teacher
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Location : Аргентина
Re: GeMeshAsciiToBin, AddCameraTargets, ModPublisher, ChangeBoneNames, MeshBinToUvMap, ChangeSceneFile, ModProtector, mesh_cleanup and AutoTexture utility's!
I also need to know how to import xnalara files to Blender and how to export them from blender to work in xnalara and be poseable and all. I can't find a link to the downloader at all, are it scripts no longer needed?
tsalagimahariel- XNALara guest
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Re: GeMeshAsciiToBin, AddCameraTargets, ModPublisher, ChangeBoneNames, MeshBinToUvMap, ChangeSceneFile, ModProtector, mesh_cleanup and AutoTexture utility's!
You can find the link to the file 2417.zip in the first post from this thread.tsalagimahariel wrote:I also need to know how to import xnalara files to Blender and how to export them from blender to work in xnalara and be poseable and all. I can't find a link to the downloader at all, are it scripts no longer needed?
And Blender 2.49 import/Export scripts -- http://www33.zippyshare.com/v/34940370/file.html New Exporter MeshAsciiExt Version 2.4 -- New Importer 1.7
XNAaraL- XNALara teacher
- Сообщения : 766
Location : Аргентина
Re: GeMeshAsciiToBin, AddCameraTargets, ModPublisher, ChangeBoneNames, MeshBinToUvMap, ChangeSceneFile, ModProtector, mesh_cleanup and AutoTexture utility's!
New Blender Exporter
And Blender 2.49 import/Export scripts -- http://www33.zippyshare.com/v/34940370/file.html New Exporter MeshAsciiExt Version 2.4 -- New Importer 1.7
Whats new?
Few suggestions made by xXFreakyUnderworldXx http://comments.deviantart.com/1/333144557/2981127608
- undo vertex swelling inside the exporter implemented
- update the exporter for blender to reduce bad bone weights
- Assign bones to zero weighted vertices
- Sum total of vertex weights normalized to 1.0 for each vertex.
- Normalizes bone vertex weights
- Removes bone weights when the influence count exceeds
This sounds very technical. What does that mean?
I think you knew this problem where even if you kept fixing the mouth bone weights, such a modification didn't appear in XPS.
We all know XNA has a bone count limit of 4 bones per vertex, and for a few reasons, the sum of all weights should be 1.
These limitations exist not in Blender. Blender can handle up to 16 bones for each vertex. Therfore, the posing looks perfect inside Blender, but after exporting surch a model, the result works wrong.
This new Export script for Blender 2.49b remove all extra bones with lowest weights, and additionally normalize all weights, for best porting results.
We hope you enjoy using this exporter in it's new Version.
And Blender 2.49 import/Export scripts -- http://www33.zippyshare.com/v/34940370/file.html New Exporter MeshAsciiExt Version 2.4 -- New Importer 1.7
Whats new?
Few suggestions made by xXFreakyUnderworldXx http://comments.deviantart.com/1/333144557/2981127608
- undo vertex swelling inside the exporter implemented
- update the exporter for blender to reduce bad bone weights
- Assign bones to zero weighted vertices
- Sum total of vertex weights normalized to 1.0 for each vertex.
- Normalizes bone vertex weights
- Removes bone weights when the influence count exceeds
This sounds very technical. What does that mean?
I think you knew this problem where even if you kept fixing the mouth bone weights, such a modification didn't appear in XPS.
We all know XNA has a bone count limit of 4 bones per vertex, and for a few reasons, the sum of all weights should be 1.
These limitations exist not in Blender. Blender can handle up to 16 bones for each vertex. Therfore, the posing looks perfect inside Blender, but after exporting surch a model, the result works wrong.
This new Export script for Blender 2.49b remove all extra bones with lowest weights, and additionally normalize all weights, for best porting results.
We hope you enjoy using this exporter in it's new Version.
XNAaraL- XNALara teacher
- Сообщения : 766
Location : Аргентина
New Blender importer/exporter
Again: New Blender 2.49 importer v1.8 and exporter v2.5
Download link
New Blender Exporter
And Blender 2.49 import/Export scripts -- http://www33.zippyshare.com/v/34940370/file.html New Exporter MeshAsciiExt Version 2.5 -- New Importer 1.8
Whats new?
Exporter:
- Improved skinning of zero weighted Vertices
- The exporter works now also for objects without armature.
- Support for transpareny vertex colors
Importer:
- mesh.ascii files which ignores the XNALara rule "The first bone must be the root of the skeleton" can now imported with armature.
This sounds very technical. What does that mean?
A sreen is worth a thousand words.
This model was static (non poseable) inside Blender. Without "Bone weight copy" .... without any "Weight painting" ... without any "Vertex Groups" ... but with armature (bones).
The exporter has made the bone weighting :DTherefore the model is now poseable in XNALara/XPS
We hope you enjoy using this importer and exporter in it's new versions.
Download link
- Code:
http://www20.zippyshare.com/v/43860147/file.html
New Blender Exporter
And Blender 2.49 import/Export scripts -- http://www33.zippyshare.com/v/34940370/file.html New Exporter MeshAsciiExt Version 2.5 -- New Importer 1.8
Whats new?
Exporter:
- Improved skinning of zero weighted Vertices
- The exporter works now also for objects without armature.
- Support for transpareny vertex colors
Importer:
- mesh.ascii files which ignores the XNALara rule "The first bone must be the root of the skeleton" can now imported with armature.
This sounds very technical. What does that mean?
A sreen is worth a thousand words.
This model was static (non poseable) inside Blender. Without "Bone weight copy" .... without any "Weight painting" ... without any "Vertex Groups" ... but with armature (bones).
The exporter has made the bone weighting :DTherefore the model is now poseable in XNALara/XPS
We hope you enjoy using this importer and exporter in it's new versions.
Last edited by XNAaraL on Fri Apr 25, 2014 9:02 am; edited 2 times in total
XNAaraL- XNALara teacher
- Сообщения : 766
Location : Аргентина
Re: GeMeshAsciiToBin, AddCameraTargets, ModPublisher, ChangeBoneNames, MeshBinToUvMap, ChangeSceneFile, ModProtector, mesh_cleanup and AutoTexture utility's!
So i took a Static Model and Imprt it with the New Import Script, then i Export it with the New Export Script, yet all i see in the Model is a Root Bone, is there something else i need to do to see the Model Poseable with Bones.
Guest- Guest
Re: GeMeshAsciiToBin, AddCameraTargets, ModPublisher, ChangeBoneNames, MeshBinToUvMap, ChangeSceneFile, ModProtector, mesh_cleanup and AutoTexture utility's!
Right, there is something else U need to do to see the Model Poseable with Bones.daventry wrote:So i took a Static Model and Imprt it with the New Import Script, then i Export it with the New Export Script, yet all i see in the Model is a Root Bone, is there something else i need to do to see the Model Poseable with Bones.
XNAaraL- XNALara teacher
- Сообщения : 766
Location : Аргентина
Re: GeMeshAsciiToBin, AddCameraTargets, ModPublisher, ChangeBoneNames, MeshBinToUvMap, ChangeSceneFile, ModProtector, mesh_cleanup and AutoTexture utility's!
Like what, be more specific please as to what im suppose to do.
Guest- Guest
Re: GeMeshAsciiToBin, AddCameraTargets, ModPublisher, ChangeBoneNames, MeshBinToUvMap, ChangeSceneFile, ModProtector, mesh_cleanup and AutoTexture utility's!
For example this http://blog.machinimatrix.org/3d-creation/blender-meshes-trail/rigg-your-avatar/
XNAaraL- XNALara teacher
- Сообщения : 766
Location : Аргентина
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