Lantik Posted Friday at 11:35 PM Posted Friday at 11:35 PM 8 hours ago, Knight of the Light said: done Yeah you're probably sending to lantik, my username is lantik. like with the dot. sorry for the confusion 😞
Knight of the Light Posted Friday at 11:48 PM Posted Friday at 11:48 PM 12 minutes ago, Lantik said: Yeah you're probably sending to lantik, my username is lantik. like with the dot. sorry for the confusion 😞 its okay. okay did it again. hopefully that work
fluffycake Posted Saturday at 01:03 AM Posted Saturday at 01:03 AM If anyone has Mayuri's model, please send it to me 🙏
MoonStone Posted Saturday at 01:53 AM Posted Saturday at 01:53 AM is it possible to extract these models from noesis and have all the materials separated? As in each mesh is separated for the material that corresponds.
Dmnslyrx8 Posted Saturday at 02:08 PM Posted Saturday at 02:08 PM 12 hours ago, MoonStone said: is it possible to extract these models from noesis and have all the materials separated? As in each mesh is separated for the material that corresponds. It already does that with the latest available plugin. Just note that the latest available one has broken rigging on meshes that uses 8 bones per vertex for bone weights, and broken uv's on hair meshes. Wait for DKKDave to drop a plugin update to avoid those issues.
MoonStone Posted Saturday at 05:04 PM Posted Saturday at 05:04 PM 2 hours ago, Dmnslyrx8 said: It already does that with the latest available plugin. Just note that the latest available one has broken rigging on meshes that uses 8 bones per vertex for bone weights, and broken uv's on hair meshes. Wait for DKKDave to drop a plugin update to avoid those issues. Are you talking about the latest noesis? or the latest python script? because if so I apparently do not have the latest one as every time I open these models in blender it seems to be named Forced_fullmesh which is a handful to deal with..
Dmnslyrx8 Posted Saturday at 05:11 PM Posted Saturday at 05:11 PM 2 minutes ago, MoonStone said: Are you talking about the latest noesis? or the latest python script? because if so I apparently do not have the latest one as every time I open these models in blender it seems to be named Forced_fullmesh which is a handful to deal with.. Sorry, I meant latest python script for noesis, which can be found on page 3.
predictable Posted Saturday at 05:24 PM Posted Saturday at 05:24 PM is there anything to help fix the bones?
Frushan Posted Saturday at 07:39 PM Posted Saturday at 07:39 PM Just be patient, please, at the moment there isn't but the script is being worked on. 1
catsush1 Posted Saturday at 09:14 PM Posted Saturday at 09:14 PM On 3/28/2025 at 3:39 PM, Frushan said: Are you using the latest script? I'm pretty sure I am, is there one you can send incase?
ChucklesTheJester Posted yesterday at 03:46 AM Posted yesterday at 03:46 AM can anyone show off the models of the beads from szayelaporro's dolls? i'm curious about what the names on them are
saidaiclone Posted yesterday at 04:25 AM Posted yesterday at 04:25 AM 35 minutes ago, ChucklesTheJester said: can anyone show off the models of the beads from szayelaporro's dolls? i'm curious about what the names on them are its the names of all vital organs in spanish
ChucklesTheJester Posted yesterday at 05:45 AM Posted yesterday at 05:45 AM 1 hour ago, saidaiclone said: its the names of all vital organs in spanish i'm aware of that, but one of them, we never get to see or hear the name of, so i'm curious
DKDave Posted yesterday at 10:48 PM Posted yesterday at 10:48 PM I'm still looking into the bones, trying to get them working correctly. The ones that don't work correctly yet are the models with over 256 bones, such as the one below. The vertex data only uses bytes for the indices, so it has to remap the bones into smaller groups of 0-255. They could have just used Shorts for the indices and it would have been no problem. Had a bit of success with some bones being remapped correctly, but others still not. It seems like some bones maybe aren't needed, or are used for something else. This is pl036 with some bones being moved correctly. 9 3
Frushan Posted 13 hours ago Posted 13 hours ago Well you are doing great work and hope you can get it sorted, I am so excited for when it is fully functioning. ^^
predictable Posted 2 hours ago Posted 2 hours ago (edited) 22 hours ago, DKDave said: I'm still looking into the bones, trying to get them working correctly. The ones that don't work correctly yet are the models with over 256 bones, such as the one below. The vertex data only uses bytes for the indices, so it has to remap the bones into smaller groups of 0-255. They could have just used Shorts for the indices and it would have been no problem. Had a bit of success with some bones being remapped correctly, but others still not. It seems like some bones maybe aren't needed, or are used for something else. This is pl036 with some bones being moved correctly. Edited 1 hour ago by predictable
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