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Posted
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 😞

Posted
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.

Posted
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..

Posted
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.
image.thumb.png.ab53b62a5f4f11ad2879e1f1f9430bd4.png

Posted
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

Posted

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.

image.png.6aaf670ee023c6c637a6980dba233096.png

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Posted (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.

image.png.6aaf670ee023c6c637a6980dba233096.png

 

Edited by predictable

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