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.
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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.