Daventry's Tutorials

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daventry
Posts: 126
Joined: Wed Aug 28, 2013 7:07 am
Location: South Africa

Re: Daventry's Tutorials

Post by daventry »

How to Add Textures to a .obj Model
Huge Thank You to Ola for all her help
Hint: If you got an Object from the Internet and itÔÇÖs a 3Ds Max File, open it with 3Ds Max, then Export it as an obj in a New Folder.

01. Open Blender, then Delete the Cube.

02. Now go to File - Import - Wavefront (.obj) and go to XPS/Data/Object Folder, then click on the .obj and Import it with these Settings:
Material
Smooth Groups
Clamp Scale to 0 by hitting the left arrow

03. Click on View and click on Front to view your Object, then press Alt Z where you will see its just a White Texture.

04. If it looks like the Object is skew, make it straight.

05. If it looks like the Object isent in the Centre of the Screen, Manoeuvre it to just above the Red Line when viewing it at the Front, then it must also be in the Centre of the Green and Red Line when viewing it from the Top.

06. You can also Resize the Object by pressing S to make it Smaller or Bigger.

Its rare where a Model comes in parts in witch you have to Right Click on the part and press Cntrl I then hit Delete to Remove the rest. Now you can Skip to Step 7 or if itÔÇÖs a Full Model and you want to put a Texture on a small part of the Model that you cant remove, follow the steps below.
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If your Object is a Full Model that is meant to have Different Textures on it and you cant delete parts of it, then we need to Delete Parts of it in Edit Mode by pressing Tab, because sometimes you cant delete parts in Object Mode.

Press A to clear the Yellow Vertices and Right Click on a Pink Dot to make it Yellow, then press Cntrl L to make a string of Yellow Vertices.

Hold in Shift and right click on another pink dot, then press Cntrl L again. This is just a quick way of making Yellow Vertices if the part is crossing over the second part of the Object and you arenÔÇÖt sure witch part is what.

You can also press B twice until you see a Circle come up, then use the Mouse Wheel to make it Bigger or Smaller. Hold in the Left Mouse Button and drag it over the Pink Dots to make them Yellow where you can still press Cntrl L Sometimes that doesent always work where half the Model goes Yellow instead of the part you want, so you have to make Yellow Vertices by holding Shift and Right Click on a Pink Dot.

When your done, hit Delete to remove the part of the Object, or press Cntrl I if you want to remove the other part of the Object. Just make sure the Object is Yellow again by pressing A)
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07. In Edit Mode, press F5 then look in the Links and Pipeline Column. (If the Model has a Texture, press the tiny x button, then press Add New) Press the Tiny Car Icon, then you will see a Name has been added.

08. Click on the button Add New in the texture area to the far right, then press F6.

09. Select the Image from the drop down menu at the Texture Type Bar, then click on the Load Button that appears.

Hint:
Sometimes the Object you downloaded comes with its own Picture.

10. Now go find a Picture for your Object and click on Select Image, then click on the little Car Icon to give your Object the Name of the Picture.

11. Right click just below the header above and click on Split Screen, then Left Click to keep that view. On the split screen, click on the small block below, then click on UV/Image Editor.

12. Click on Image to the right and click on Open, then go find the same image and open it.

13. Skip this if the Model came with its own picture, otherwise for the New Picture you gave the Model, Press U then click on Projects From View (Bounds)

14. Press F9 and look for a button below called Set Smooth and click on it, then look to the right in Mesh Tools for Rem Doubl. Click on the left arrow in the Limit Bar to make it 0 then hit the Rem Doubl Button.

15. Press A and Tab then click on Select - Select All By Type - Mesh

16. Click on Object ÔÇô Transform ÔÇô Centre Cursor ÔÇô Centre New

17. Right Click on the line of the Split Screen and Click on Join Area with the Arrow facing the right way, then Click to Close the Split Screen.

18. Now go make a New Folder in XPS and return to Blender, then go to File - Export - Wavefront (.obj) and go to XPS\Data\New Folder then click on Export Wavefront.obj and Export with these Settings:
Copy Images
Normals
Material Groups

19. New Files have been added to your XPS/Data/New Folder where you can look at your Finished Mod and close Blender.

Basically youÔÇÖre done, but we still need to Load the Second Part of the Model by giving it a Texture aswell.

20. Load your Old Object again into Blender, then Restart this Tutorial for the Second Part of the Object Model.

21. Now that you have Two New Folders with Different Parts of your Object, Delete the Main Object Folder.

22. Open Blender and Import the First Part of your New Object, then press 2 and Import the Second Part of your New Object

23. Press M and press 1 then press OK and press 1 again where you will see that Both your Parts are now at the same place.

24. Press A to make the Entire Object Pink.

25. Click on Select ÔÇô Select All By Type ÔÇô Mesh, then Click on Object ÔÇô Transform ÔÇô Centre Cursor ÔÇô Centre New

26. Now go make a New Folder in XPS and return to Blender, then go to File - Export - Wavefront (.obj) and go to XPS\Data\New Folder then click on Export Wavefront.obj and Export with these Settings:
Copy Images
Normals
Material Groups

27. New Files have been added to your XPS/Data/New Folder where you can look at your Finished Mod and close Blender, then Delete the Old Object Folders.
Last edited by daventry on Tue Sep 20, 2016 1:30 am, edited 17 times in total.
daventry
Posts: 126
Joined: Wed Aug 28, 2013 7:07 am
Location: South Africa

Re: Daventry's Tutorials

Post by daventry »

How to make a Logo
This is a Very Detailed Tutorial Video by Ola
http://www.youtube.com/watch?feature=pl ... 4durI8KaFk
Now for those who are still a little Unclear with Blender that needs Advice with Everything in witch the Video doesent cover fully, i will give you My Version in Text. Remember, half of the explanations are from Ola and this Guy http://www.youtube.com/watch?v=cv9IGiwFt0U i just made a Tutorial Version in Writing.
01. Open Blender then Delete the Cube.

02. Click on Add and Text at the top, then Press Front View and Manoeuvre the Text to just above the Red Line. Make sure its in the Centre of the Green and Red Line when viewing it from the Top. Also, bring the Text in an Up Position.

03. Press Tab to go into Edit Mode and type in Anything you like, then Press Tab again.

04. Look below at the Font Box for (Size ÔÇô Spacing ÔÇô Shear) and fool around with your Text, then look to the left of the Font Box for (Width ÔÇô Extrude ÔÇô Bevel Depth ÔÇô BevResol) and fool around with your Text.

05. Minimize Blender and click on the Windows Flag Icon on your Desktop, then type in the Search Bar for Fonts. Now open the Folder that appears, then press Cntrl A to Highlight Everything.

06. Go make a New Folder on your Desktop and return to the Fonts Folder, then Right Click and Hold with your Mouse while Dragging the Files to the New Folder. Say Copy to New Folder, then dont worry if it wants to overwrite the same Font, just skip it.

07. Return to Blender and click on Load (where it says Font in the Box Menu below) then click on the little arrow button under the Pink P at the Top Left of the Screen. Click on your Desktop Area, then Open the Folder you made for your Fonts. Now you can Choose a Font and just hit the Load Button again if you arent happy with the Desired Font.

08. Press Alt C and click on Mesh to Convert the Text, then press Tab and A to make the Text Yellow.

09. Right click just below the header above and click on Split Screen, then Left Click to keep that view.

10. On the split screen, click on the small block below, then click on UV/Image Editor.

11. Press U and Click on Unwrap (Smart Projections) then hit Ok.

12. Hit F5 and click on Add New, then Press F6

13. Click on Add New and Click on Texture Type, then Click on Image and Minimize Blender.

14. Find a Texture Image on Google and Save it onto your Desktop, then return to Blender.

15. Click on Load and go to the Location of your Texture Image, then click on it and click on Select Image.

16. Click on the Tiny Car Icon to Generate a Name, then click on the Grey Bar Below.

17. Click on Add New and Click on Texture Type, then Click on Image and Minimize Blender.

18. Go to Google and Search for (bump flat blue texture) then Save it onto your Desktop and return to Blender.

19. Click on Load and go to the Location of your Bump Image, then click on it and click on Select Image.

20. Click on the Tiny Car Icon to Generate a Name and Press F5, then look at the Texture Column to the far right with the Name of the Image that has a Tick next to it.

21. Click on the Tiny Column and click on Map Input, then click on UV.

22. Go back to Texture and click on the Second Tiny Column, then go back to Map Input and click on UV again.

23. Hit F9 and put this in the OB Tag at the Link and Materials Column 4_font_0.5_0_0 then hit Enter.

24. Click on Image at the split screen Box and click on Open, then locate the Texture Image and click on Open Image.

25. Hover your Mouse Icon over the Split of the Screen and Right Click, then Join the Areas by making the Arrow face Right. Now click with the Left Mouse Button to give yourself a Full Screen again.

26. Look for a button below called Set Smooth in the Link and Materials Column and Click on it, then look to the right in Mesh Tools for Rem Doubl. Click on the left arrow in the Limit Bar to make it 0 then hit the Rem Doubl Button.

27. Press Cntrl T and Hit Tab, then Press Cntrl T by clicking on LockTrack Constraint. Press Alt Z to Color your Text.

28. Move your Text to the Center of the Screen, (Just Above the Red Line and Between the Blue Line) then click on Select - Select All By Type ÔÇô Mesh

29. Click on Object - Transform ÔÇô Centre Cursor ÔÇô Centre New, then Minimize Blender.

30. Go to XPS, then make a New Folder.

31. Return to Blender and Export the Model by using the Export scripts (found under file - Export menu) MeshAscii (*meshascii) then make your way to the New Model Folder at XPS/Data/New Folder

32. In the header at the top left of Blender, type in generic_item then press enter three times and close Blender.

33. New Files have been added to your XPS\Data\New Folder.

34. Open XPS and Click on the Modify Tab in the Control Window, then Click on Load Generic_Item and go Open your generic_item.mesh.ascii Model. DonÔÇÖt mind the Warning Messages, just Click OK on all of them.

35. Click on Save GenericItem in the Modify Tab, then Tick these Settings in the Box.
Save as Generic_Item mesh
Copy textures converted to .png
Make Generic Item
Save the Model in the New Folder

36. Close XPS and go to the New Model Folder, then Rename it and Delete the generic_item.mesh.ascii

37. You can now Delete the Font Folder and the Bump Texture aswell.
Last edited by daventry on Tue Apr 25, 2017 4:22 am, edited 5 times in total.
daventry
Posts: 126
Joined: Wed Aug 28, 2013 7:07 am
Location: South Africa

Re: Daventry's Tutorials

Post by daventry »

How to add a Picture on a Plane


Here i will show you How to add a Picture onto a Plane and no its not an Airplane, itÔÇÖs a Flat Mesh


01. Open Blender and Delete the Cube, then Click on Add ÔÇô Mesh where you can decide what you want.

Hint:
Some Planes will have a Button for Fill (witch you must tick) with a Setting to mess with the Plane.

02. Press Front View and Manoeuvre the Plane to just above the Red Line, then make sure its in the Centre of the Green and Red Line when viewing it from the Top.

03. Press Tab to go into Edit Mode and press F5 then click on the Add New Button.

04. Click on the little Car Icon at the Links and Pipeline Column where you will see a Name has been added.

05. Click on the button Add New in the texture Column to the right, then press F6

06. Select the Image from the drop down menu, then click on the Load Button that appears.

07. Now go find a Picture for your Plane and click on Select Image, then click on the little Car Icon to give your Plane a Name.

08. Press U and click on Projects From View (Bounds) then Right click just below the header above and click on Split Screen. Left Click to keep that view.

09. On the split screen, click on the small block below, then click on UV/Image Editor.

10. Click on Image to the right and click on Open, then go find the same image and open it.

11. Press Alt Z and press F9 then look for a button called Set Smooth in the Link and Materials Panel and click on it. Now look to the right in Mesh Tools for Rem Doubl. Click on the left arrow in the Limit Bar to make it 0 then hit the Rem Doubl Button.

12. Press A and Tab, then click on Select ÔÇô Select All By Type - Mesh

13. Click on Object ÔÇô Transform ÔÇô Centre Cursor ÔÇô Centre New

14. Right Click on the line of the Split Screen and Click on Join Area with the Arrow facing the right way, then Click to Close the Split Screen.

15. Now go make a New Folder in XPS and return to Blender, then go to File - Export - Wavefront (.obj)

16. Type a Name for your Plane in the header at the top left of Blender, then Press the Export Button with these Settings:
Copy Images
Normals
Material Groups

17. New Files have been added to your XPS\Data\New Folder where you can Close Blender and look at your Finished Mod.
=====================================================================================
Matching a Ground Texture on a Bigger Plane
I did the small part of it by watching this Video
http://www.youtube.com/watch?v=hRpzPnMl2rU
01. Open Blender and Delete the Cube, then load a Building Model and go to Add/Mesh/Plane.

02. Press S to scale it up so it fits around the Building Area, then press Tab to go into Edit Mode.

03. In the Mesh Tools Box, click on Subdivide where more squares will appear on the Plane.

04. Press F5 then click on the Add New Button.

05. Click on the little Car Icon at the Links and Pipeline Column where you will see a Name has been added.

06. Click on the button Add New in the texture Column to the right, then press F6

07. Select the Image from the drop down menu, then click on the Load Button that appears.

08. Now go find a Picture for your Plane and click on Select Image, then click on the little Car Icon to give your Plane a Name.

09. Right click just below the header above, then click on Split Screen. Left Click to keep that view.

10. On the split screen, click on the small block below, then click on UV/Image Editor.

11. Click on Image to the right and click on Open, then go find the same image and open it.

12. Press Alt Z and press F9 then look for a button called Set Smooth in the Link and Materials Panel and click on it. Now look to the right in Mesh Tools for Rem Doubl. Click on the left arrow in the Limit Bar to make it 0 then hit the Rem Doubl Button.

13. Press A and Tab, then click on Select ÔÇô Select All By Type - Mesh

14. Click on Object ÔÇô Transform ÔÇô Centre Cursor ÔÇô Centre New

15. Right Click on the line of the Split Screen and Click on Join Area with the Arrow facing the right way, then Click to Close the Split Screen.

16. Now go make a New Folder in XPS and return to Blender, then go to File - Export - Wavefront (.obj)

17. Type a Name for your Plane in the header at the top left of Blender, then Press the Export Button with these Settings:
Copy Images
Normals
Material Groups

18. New Files have been added to your XPS\Data\New Folder where you can Close Blender and look at your Finished Mod.
=====================================================================================
How to make an Inner Shape for a Model to Cover the Hole in the Middle


01. Open Blender and Delete the Cube, then load a Model that has a Hole in the middle.

02. Press Tab to go into Edit Mode and press A to clear the vertices, then make the entire lower part yellow.

03. Now you have to drag the lower part up to the top part of the Model so the Model becomes a Flat Mat.

04. Press S to shrink the lower part of the Model together as much as you can, then press A twice.

05. press F5 and press the tiny x button, then press Add New. Press the Tiny Car Icon, then you will see a New Name.

06. Click on the button Add New in the texture area to the far right, then press F6.

07. Select the Image from the drop down menu at the Texture Type Bar, then click on the Load Button that appears.

08. Now go find a Picture for your Object and click on Select Image, then click on the little Car Icon to give your Object the Name of the Picture.

09. Right click just below the header above, then click on Split Screen. Left Click to keep that view.

10. On the split screen, click on the small block below, then click on UV/Image Editor.

11. Click on Image to the right and click on Open, then go find the same image and open it.

12. Press U then click on Projects From View (Bounds)

13. Press F9 and look for a button below called Set Smooth and click on it, then look to the right in Mesh Tools for Rem Doubl. Click on the left arrow in the Limit Bar to make it 0 then hit the Rem Doubl Button.

14. Press A and Tab then click on Select - Select All By Type ÔÇô Mesh.

15. Click on Object ÔÇô Transform ÔÇô Centre Cursor ÔÇô Centre New

16. Right Click on the line of the Split Screen and Click on Join Area with the Arrow facing the right way, then Click to Close the Split Screen.

17. Now go make a New Folder in XPS and return to Blender, then go to File - Export

18. New Files have been added to your XPS\Data\New Folder where you can Close Blender and Import your New Mod
Last edited by daventry on Wed Apr 26, 2017 12:45 pm, edited 5 times in total.
daventry
Posts: 126
Joined: Wed Aug 28, 2013 7:07 am
Location: South Africa

Re: Daventry's Tutorials

Post by daventry »

How to Export Transparent with Blender 2.49b and Into XPS
I got advice from Friends on How to make something Transparent, so i made a Tutorial.
Open Blender and Press Alt Z, then Delete the Cube.

For the Object: Open XPS and Load the .obj Model, then Press F11 and Save the generic_item.mesh.ascii in the Same Folder at XPS.

For the Poseable Model: Open XPS and Load the generic_item Model, then Press F11 and Save the generic_item.mesh.ascii in the Same Folder at XPS ÔÇô Only IF the Model doesent have it already.

Back at Blender: Go to File - Import ÔÇô ImportMeshAsciiExt and go to XPS/Data/Model Folder, then click on Generic_Item.mesh.ascii and Import it.

Now this Tutorial is for a Sphere we are going to make in Blender, but its the same for the Object or Model

01. The Sphere: Click on Add at the top and go to Mesh/UVSphere, then Click on it where a Window will come up. Press OK.

02. Press Front View (DonÔÇÖt move the Poseable Model or the Object, but only Right Click the part you want to make Transparent) and Manoeuvre the Sphere to just above the Red Line, then make sure its in the Centre of the Green and Red Line when viewing it from the Top.

03. Press F5 (For the Sphere, Click on Add New) You will notice in the Material Panel are Three Columns below. The 4TH Column is A: Alpha, Click on it and type in (0.400)

04. Press V for Vertex Paint and Press F9 for Editing, then you will notice in the Paint Panel are Columns below.
R:
G:
B:
Hit SetVCol and Press V again to go into Object Mode, then Press Tab to go into Edit Mode.

05. Right click just below the header above and click on Split Screen, then Left Click to keep that view. On the split screen, click on the small block below, then click on UV/Image Editor.

06. The Sphere: Press U and Click on Projects From View (Bounds) then this will bring the Model in the split window.

07. Next thing you have to do is Rename the mesh part and to be more exact, make a Render Group. In the Link and Materials Panel to the far left, Click in the Bar OB: then type in the Render Group Number with the Name of the Mesh Part and hit Enter. Heres a List of the Correct Render Groups with Alpha Channels for Transparency by Love2Raid: http://www.xnalara.org/viewtopic.php?f=8&t=334&p=47819
Find the Render Group with Bump - Diffuse - Lightmap that has a Yes to the Alpha Channel, then use that Render Group. (I used 8_Name of Object_0.1_0_0)

08. Press F5 (For the Sphere: Look to the far right in the Texture Panel, then Click on Add New and Click on the Map Input Tab. Click on the UV Button) Click on the Map To Button, then Click on the Alpha Button and Press CTRL T

09. Press F10 and look at the Format Column to the right, then Click on the jpg bar below and Click on PNG. Tick the RGBA button below and look to the left under the Render Panel, then Tick the Premul button below.

10. Press F9 and look for a button below called Set Smooth and Click on it, then look to the right in Mesh Tools for Rem Doubl. Click on the left arrow in the Limit Bar to make it 0 then hit the Rem Doubl Button. Press A and Tab. (For the Model and Object: Press A again to Disable the Pink)

11. Sphere Only: Click on Select ÔÇô Select All By Type ÔÇô Mesh, then Click on Object ÔÇô Transform ÔÇô Centre Cursor ÔÇô Centre New.

12. Right Click on the line of the Split Screen and Click on Join Area with the Arrow facing the right way, then Click to Close the Split Screen.

13. Now go make a New Folder in XPS and return to Blender, then go to File - Export ÔÇô MeshAsciiExt while going to the New Folder.

14. In the header at the top left of Blender, type in generic_item.mesh.ascii then press Enter three times and Close Blender.

15. Open XPS and Click on the Modify Tab in the Control Window, then Click on Load Generic_Item and go Open your generic_item.mesh.ascii Model. DonÔÇÖt mind the Warning Messages, just Click OK on all of them.

16. Click on Save GenericItem in the Modify Tab, then Tick these Settings in the Box.
Save as Generic_Item mesh
Copy textures converted to .png
Make Generic Item
Save the Model in the New Folder

17. Close XPS and go to the New Model Folder, then Rename it and Delete the generic_item.mesh.ascii

18. Re-open XPS to look at your Transparent Model, then you can keep this Transparent Model and your Normal Model.

19. To give your Transparent Model a Different Color, Save an Image over it in the File.
Last edited by daventry on Mon Feb 23, 2015 3:40 am, edited 6 times in total.
daventry
Posts: 126
Joined: Wed Aug 28, 2013 7:07 am
Location: South Africa

Re: Daventry's Tutorials

Post by daventry »

How to make Normal Maps for .obj Models
A Huge Thank You to Faytrobertson and XNAaral with the Magic of XPS 11.7.1

I Highly Recommend the Tutorial by Faytrobertson where you can get Paint.Net 3.36 with the Effects needed to make the Normal Maps.
http://faytrobertson.deviantart.com/art ... -605304882
My Text Tutorial is a little bit more detailed where im only describing on How to make Normal Maps.

01. Go to the XPS Folder of your Model and right click on it, then make a copy of the Image part of the Model where you must paste it in the same folder and re-name it like this for example: from image model name part to image model name part_nm

02. Right click on the newly named Image you made, then go to Open WithPaint.net where your Model Part will appear.

03. Click on Effects at the top and click on Color, then click on Normal Map.

Hint
You can use the sliders to give the Model Part a stronger or lighter effect.

04. Close Paint.net when youÔÇÖre done.

Hint
If you want to give more Model Parts Normal Maps, start the Tutorial from the beginning again.

05. Open XPS and Load your .obj Mod as normal, then press Cntrl T where you can select the Original Model Part and hit Ok.

06. In the Material Form Box, hit the Bump Map Bar, then go find the Normal Map and open it.

Hint
If you want to give more Model Parts Normal Maps, click on the Select another mesh part name Tab.

07. Go to Modify/Export scene as .obj into a new folder, then load your New Model With Normal Maps.
Last edited by daventry on Tue Sep 20, 2016 2:59 am, edited 4 times in total.
daventry
Posts: 126
Joined: Wed Aug 28, 2013 7:07 am
Location: South Africa

Re: Daventry's Tutorials

Post by daventry »

Messing with Models
A Huge Thank You to XNAaral with the Magic of XPS
A Huge Thank You to Runa for the Advice on How to Take/Delete a Mesh Part from a Mode.
Name Changer
Sometimes a Model has Bone Names that is either too many or is just called Bone1 Bone2 ect...

Go to XPS and Load your Model, then Click on Modify and Tick the Rename Bone Names Tab.

Double Click on a Bone Name to make it appear as a Text, then type in the Name of the Bone you want the part to be called and Press Enter.

If theres a Bone Name you donÔÇÖt want, then press Cntrl H.

When youÔÇÖre finished, go to Modify, then Click on Save GenericItem.

Make sure only these settings are Ticked, then press OK:
save as Generic_item.mesh
Save only visible mesh parts
Mark bones as unused
copy textures
Convert to png
make generic item
Save the Model in a New Folder

Close XPS and go to your New Model Folder, then Rename it.

Delete the Old Folder and Load XPS, then open your New Mod with Renamed Bones.

Getting From the Poseable Model as a Standalone
Open XPS and Load the Model, then go to Options ÔÇô Make Items Optional

Hold in CNTRL then Deselect the Mesh Part from the Model you want to Keep as a Standalone.

Hit OK and a Display Optional Items by Default Box will appear, then click on NO.

Go to Modify ÔÇô Save GenericItem, then have these settings ticked:
Save as Generic_Item.mesh
Save only visible mesh parts
Mark bones as unused
Copy textures converted to .png
Make Generic Item

Save the Model in a New Folder at XPS and Close the Program, then Open XPS and Load the New Model Part.

Directing the Root Bone Closer to the Newly Posable Model in Blender
Open XPS and Load the New Poseable Object you took From the Main Model, then Press F11 and Save the generic_item.mesh within the Model Folder.

Close XPS and open Blender, then Press Alt Z and then Delete the Cube.

Go to File - Import ÔÇô ImportMeshAsciiExt and go to XPS/Data/Object Folder, then click on Generic_Item.mesh.ascii and Import it.

Right Click on the Armature of the Model and Press Tab to go into Edit Mode, then Right Click onto the Root Bone and Drag it Closer towards the Model.

Press Tab to go into Object Mode, then Press A to Disable the Pink.

Now go make a New Folder in XPS and return to Blender, then go to File - Export ÔÇô MeshAsciiExt while going to the New Folder.

In the header at the top left of Blender, type in generic_item.mesh.ascii then press Enter three times and Close Blender.

Open XPS and Click on the Modify Tab in the Control Window, then Click on Load Generic_Item and go Open your generic_item.mesh.ascii Model. DonÔÇÖt mind the Warning Messages, just Click OK on all of them.

Click on Save GenericItem in the Modify Tab, then Tick these Settings in the Box.
Save as Generic_Item mesh
Copy textures converted to .png
Make Generic Item
Save the Model in a New Folder

Close XPS and go to the New Model Folder, then Rename it and Delete the Old Model Folders you made.

Re-open XPS to look at your New Poseable Model.

How to Rotate and Resize a Static Object/Poseable Model within XPS
01. Open XPS and Load your Static Object/Poseable Model, then use the Height Button to bring it in view.

02. Rotate the Root of the Model/Object the way you want while Resizing it if you want, then Export the Object/Model with Modify - Save GenericItem and a Menu will appear.

03. Make sure Only these settings are Ticked, then press OK:
save as Generic_item.mesh
modify armature according to the current pose
copy textures
make generic item
A Confirmation Popup will appear, then say YES.
Save the Model in a New Folder

04. Close XPS and go to your New Model Folder, then Rename it.

05. Delete the Old Folder and Load XPS, then open your New Mod.
Last edited by daventry on Tue Nov 29, 2016 2:17 am, edited 3 times in total.
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Love2Raid
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Re: Daventry's Tutorials

Post by Love2Raid »

Nice work, thanks! :D
daventry
Posts: 126
Joined: Wed Aug 28, 2013 7:07 am
Location: South Africa

Re: Daventry's Tutorials

Post by daventry »

Thanks and heres the New One

How to Add a Missing Bone onto the Armature of a Model
First, a HUGE Thanks to TRDaz and Love2Raid.
This Tutorial will be based on the Error i received on a Model about a Missing Pelvis Bone, but you should get an idea of what your Error is and where to start placing the Bone and Connecting it.

So you just Exported a Model from Blender when an Error comes up about the Model Missing a ÔÇ£WhateverÔÇØ Bone because you gave the Model a New Bone in witch Blender didnÔÇÖt detect, thus now we have to make one and Add it to the Model.

01. Press Z until your Model is in Grid Mode, then Right Click on the Armature of the Model and go to Edit Mode.

02. Press Spacebar and go to Add New, then Click on Bone.

03. A New Bone has appeared in witch you must Right Click on it to make it Yellow, then look in the Armature Panel where it says Selected Bones in witch you must put in at the BO:Pelvis ÔÇô or whatever the Error Message gave.

04. Click on the ÔÇ£Child OfÔÇØ Tab where you must Select the part of the Model where the New Bone has to go in. In my case, the Root Hips. Now Click on the Co Button to Parent the Bone.

05. You will notice that the New Bone is still sticking out in witch we have to Parent it to Another Bone on the Model. In my case, Right Click on the Pink Dot of the New Bone, then drag it down to a faint line between the Thigh Legs and leave it there. Now Right Click with Shift on the Thigh Legs, then Click on the ÔÇ£Child OfÔÇØ Tab where you must Select the Thigh Left and Thigh Right Legs, but do NOT hit the Co Tab.

06. Now Your New Bone is still hanging in the air, thus Right Click on a Bone in the Armature before your Bone to see from witch Bone to witch Bone its Connected, then Right Click on Your Bone to see from witch Bone its Connected in witch we have to find out where it must be Parented next.

07. Right Click on the Pink Dot of your Bone, then drag it the Pink Dot of the Next Bone in witch they have to be on top of eachother.

08. Right Click on the Next Bone String from your Bone where you will see BO: with whatever the Name of that Error Message Bone is, then Click on the ÔÇ£Child OfÔÇØ Tab where you must Select the New Bone Name and Parent it by Clicking on the Co Tab.

09. ThatÔÇÖs it, your done. Now Press Alt Z to bring Color to your Model, then go Export your Model with the New.

10. Open XPS and Click on the Modify Tab in the Control Window, then Click on Load Generic_Item and go Open your generic_item.mesh.ascii Model. DonÔÇÖt mind the Warning Messages, just Click OK on all of them.

11. Click on Save GenericItem in the Modify Tab, then Tick these Settings in the Box.

Save as Generic_Item mesh

Copy textures converted to .png

Make Generic Item

Save the Model in the New Folder

12. Close XPS and go to the New Model Folder, then Rename it and Delete the generic_item.mesh.ascii

13. Re-open XPS to look at your Model, then you will see the your Model with the New Name.
For a Much Simpler Version thanks to XNAaral and a Hint by Ola without doing the above, do this:


01. Delete the New Name you gave, then look in the Link and Materials Column at the Vertex Groups Window.

02. View the Names of the Model Part and look for the word unused with the Error Name Blender gave you, then Click on it and Delete it.

03. ThatÔÇÖs it, your done. Now Export your Model and Open the generic_item.mesh.ascii in the New Model Folder, then Press Cntrl F to bring up the Search Window.

04. Type in the Name of the Model Part and Press Enter, then Delete the unused part of the Name and Save the txt when closing it.

05. Open XPS and Click on the Modify Tab in the Control Window, then Click on Load Generic_Item and go Open your generic_item.mesh.ascii Model. DonÔÇÖt mind the Warning Messages, just Click OK on all of them.

06. Click on Save GenericItem in the Modify Tab, then Tick these Settings in the Box.

Save as Generic_Item mesh

Copy textures converted to .png

Make Generic Item

Save the Model in the New Folder

07. Close XPS and go to the New Model Folder, then Rename it and Delete the generic_item.mesh.ascii

08. Re-open XPS to look at your Model, then you will see your Model with the New Bone Name.
daventry
Posts: 126
Joined: Wed Aug 28, 2013 7:07 am
Location: South Africa

Re: Daventry's Tutorials

Post by daventry »

How to make a Static Poseable
A Huge Thank You to XNAaral with the Magic of XPS that can make Models Poseable
A Huge Thank You to Love2Raid and XNAaral in Helping me on How to place an Armature onto a Static Model
Lets say you have a Static Model/Object that you want to make Poseable, but you have No Clue how to Rig. Well no problem, all you do is Mimic the Poseable Model/Object to look like the Static and then we Paste the Poseable Armature (Bones) onto the Static Model/Object.

Hint:
You can Build a Static Object by combining a few Models together, then Save it with these Settings:
Modify/Export Scene as .obj
Click OK in the Confirmation Box
Save the Model in a New Folder

01. Load your Static Model into XPS and go to Modify/Save GenericItem, then Tick these Settings in the Box:
Save as Generic_Item.mesh
Copy textures converted to .png
Make Generic Item
Save the Model in a New Folder, then press F11 and Save the generic_Item.mesh within the New Folder. Close XPS

02. Load the Poseable Model and Load the New Static Model, then Manoeuvre/Resize the Poseable Model to match the Static one and Delete the Static Model. Save the Poseable Model with these Settings - Modify/Save GenericItem:
save as Generic_item.mesh
modify armature according to the current pose
copy textures converted to .png
make Generic Item
Save the Model in a New Folder, then a Confirmation Popup will appear. Say Yes and Close XPS then Open XPS and load the New Model Folder. Press F11 and Save the generic_Item.mesh within the New Folder, then Close XPS

03. Open Blender and Press Alt Z, then Delete the Cube.

04. Go to File - Import ÔÇô ImportMeshAsciiExt and go to XPS/Data/New Poseable Model Folder, then click on Generic_Item.mesh.ascii and Import it. Press A and 2 on your Keyboard.

05. Go to File - Import ÔÇô ImportMeshAsciiExt and go to XPS/Data/New Static Model Folder, then click on Generic_Item.mesh.ascii and Import it.

06. Right Click on the Armature/Bone and Delete it, then Right Click on the Model Parts and Delete the vertex groups.

07. Press A and Press M - 1 then hit OK and press 1 again.

08. You can now Move the Static Model so that it aligns perfectly with the Armature/Bones of the Poseable Model, then you can even resize it if you want.

Hint:
Pressing Z will remove the Texture of the Models, then pressing Z again will turn the Models into a Grid. Press Alt Z to return the Texture of the Models.

09. Press H to Hide the Static Model, then Right Click on the Armature/Bones of the Poseable Model. Hold in Shift and Right Click onto the Parts of the Model, then Press Alt H to bring back the Static Model. It is Vital you do it this way.

10. Go to Object - Scripts - Boneweight Copy and click on OK (don't change anything) then wait awhile for the Model to be Bone Weighted.

Hint:
If you get an Error about More then 1 Mesh has vertex weights, only selected 1 mesh with weights aborting, then that means your Poseable Model has a Double Mesh Part on itself. Right Click just below the header above and click on Split Screen, then Left Click to keep that view. On the split screen, click on the small block below where you can click on Outliner. On the left screen is your Models, on the right screen is the Name of the Mesh Parts of your Models. Now hold in Shift and Left Click on a Mesh Name of your Poseable Model to Deselect it, then try to Boneweight the Models until it works. If it doesent, then Deselect Another Mesh Name from your Poseable Model and try again.

11. Right Click and Delete the Textures from the Poseable Model so you only have the Static Model Textures with the Poseable Armature, then Right Click on a Static Model Texture and press Tab to go into Edit Mode.

12. Look for a button below called Set Smooth and Click on it, then look to the right in Mesh Tools for Rem Doubl. Click on the left arrow in the Limit Bar to make it 0 then hit the Rem Doubl Button.

Hint: Sometimes the Armature/Bones of the Poseable Model gives the Static Models its Names, but if it dident
In the Vertex Group Box, click on New and then click in the Group Bar while Deleting that word.
Now you must Name the part of the Model by giving it the Same Name as to what the Poseable Part of the Model was and hit Assign.

13. Press A and Tab, then press A again to Disable the Pink.

14. Now go make a New Folder in XPS and return to Blender, then go to File - Export ÔÇô MeshAsciiExt while going to the New Folder.

15. In the header at the top left of Blender, type in generic_item.mesh.ascii then press Enter three times and Close Blender.

16. Open XPS and Click on the Modify Tab in the Control Window, then Click on Load Generic_Item and go Open your generic_item.mesh.ascii Model. DonÔÇÖt mind the Warning Messages, just Click OK on all of them.

17. Click on Save GenericItem in the Modify Tab, then Tick these Settings in the Box.
Save as Generic_Item mesh
Copy textures converted to .png
Make Generic Item
Save the Model in a New Folder

18. Close XPS and go to the New Model Folder, then Rename it and Delete the Old Model Folders you made.

19. Re-open XPS to look at your New Poseable Model.
=====================================================================================
http://www.xnalara.org/viewtopic.php?f= ... =40#p70789
Rig It Yourself

A Huge Thank You to Love2Raid in Helping me on How to make a Static Model Poseable, plus she made a Detailed Tutorial in witch i added a few minor things if you dident understand a few bits and pieces of her Tutorial.
Now lets say Mimicking the Armature dident work so well because the Bones are moving outside the Model, hence you need to Rig it Manually. Oh and if you donÔÇÖt understand anything about Weight Painting (donÔÇÖt worry neither do i) XPS will do it for you.

01. Load your Static Model into XPS and go to Modify/Save GenericItem, then Tick these Settings in the Box:
Save as Generic_Item.mesh
Copy textures converted to .png
Make Generic Item
Save the Model in a New Folder, then press F11 and Save the generic_Item.mesh within the New Folder. Close XPS

02. Open Blender and Press Alt Z, then Delete the Cube.

03. Go to File - Import ÔÇô ImportMeshAscii and go to XPS/Data/New Model Folder, then click on Generic_Item.mesh.ascii and Import it. If your going to give the Poseable Model a New Armature, then Load it into Blender with ImportMeshAscii to Remove the Armature.

Hint:
Right Click on the Model, then follow the Tutorial by Love2Raid (Recommended) or keep sticking with me.

04. Press Z Twice to see the Model in Grid Mode, then count the Polygons (circular parts) in the Model to see how many Bone Dots you must place at those spots.

05. Hit Space Bar and go to Add - Armature, then click on it. A Bone has been created and it looks like a cone at the base of the pivot of the bone. Never move the Bones in Object Mode witch could cause Serious Problems in XPS, thus press Tab to go into Edit Mode.

06. Look at the Armature Box below where you can tick the buttons called (X-Ray - Stick - Names) and press A Twice to make the Bone Yellow, then you can rotate and or drag it around within the Mesh of the Model to where you want it placed.

Hint:
Remember that the Bone Stick (Armature) must always be in the middle of the Model, i mean you dont see your bones outside your body do you.

07. Right Click on the second Dot of the Bone stick and press E to make another Dot appear from the Bone, then drag the New Bone to the next Polygon and Right Click to lock the Dot in place. (Hit G followed by either X Y or Z)

08. Right Click just below the header above and click on Split Screen, then Left Click to keep that view. On the split screen, click on the small block below where you can click on Outliner.

09. Click on the little arrow next of the Armature, then keep clicking on the arrows to reveal all the Bone Names.

10. Click on the Bone to see what Bone is on the Model Armature and hold in Cntrl, then Click on the Bone where you can give it a Name while hitting Enter to accept it.

11. Right Click on the line of the Split Screen and Click on Join Area with the Arrow facing the right way, then Click to Close the Split Screen.

12. Press A to clear the yellow from the Bone/Armature and press Tab to go into Object Mode, then press Alt Z to return the Texture of the Model.

13. Right Click on the Model and hold in Shift, then Right Click on the Armature.

14. Hit Cntrl P and click on Make Parent to - Armature, then pick the Create Vertex Groups from - Bone Heat option. This will Auto Rig your Model.

Hint:
If you get an Error. (heat weighting: failed to find solution for one or more bones) Go into Edit Mode of your Selected Model and hit W then click on Remove Doubles. Return to Object Mode, then Bone Heat the Model to the Armature.

15. Right Click on the Model and press Tab to go into Edit Mode, then look for a button below called Set Smooth and Click on it. Look to the right in Mesh Tools for Rem Doubl, and click on the left arrow in the Limit Bar to make it 0 then hit the Rem Doubl Button.

Hint:
Next thing you can do is Rename the mesh part and to be more exact, make a Render Group. In the Link and Materials Panel, Click in the Bar OB: then type in the Render Group Number and hit Enter. Heres a List of the Correct Render Groups by Love2Raid: http://www.xnalara.org/viewtopic.php?f=8&t=334&p=47819
Find the Render Group with Diffuse - Light - Bump - Spec, then use that Render Group. (I used 8_Mesh_0.1_0_0)

16. Press A and Tab, then press A again to Disable the Pink.

17. Now go make a New Folder in XPS and return to Blender, then go to File - Export ÔÇô MeshAsciiExt while going to the New Folder.

18. In the header at the top left of Blender, type in generic_item.mesh.ascii then press Enter three times and Close Blender.

19. Open XPS and Click on the Modify Tab in the Control Window, then Click on Load Generic_Item and go Open your generic_item.mesh.ascii Model. DonÔÇÖt mind the Warning Messages, just Click OK on all of them.

20. Click on Save GenericItem in the Modify Tab, then Tick these Settings in the Box.
Save as Generic_Item mesh
Copy textures converted to .png
Make Generic Item
Save the Model in a New Folder

21. Close XPS and go to the New Model Folder, then Rename it and Delete the Old Model Folders you made.

22. Re-open XPS to look at your New Poseable Model.
Last edited by daventry on Tue May 09, 2017 1:24 am, edited 14 times in total.
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