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Please help to improve XPS the XNA Model Viewer !
What functionality of XPS/XNALara/GLLara you like? - What should be changed?
Your opinion is needed.
Designate what bothers you and what you like. Then it would be changed.

Our group will make a statement at any point. And later we append a list to show what changes will be implemented.

Thanks in advance.

BTW:




What is XNALara/XPS

XNALara is a real time posing and rendering program written by Dusan Pavlicek and had been released for the first time on February, 20, 2009 on tombraiderforums.com.
Dusan, the creator of XNALara, managed to extract Lara Croft's model from the game Tomb Raider Underworld (TRU), converted it for his program, using the Microsoft XNA framework, and shared it, letting people play with it and create art.


Dusan has updating his program many times (release 001 - release 136). Dec 31, 2010 he has stoped the development and has released the program source code for using without any restrictions as "Public domain software".


I've extended the program for the use of non-TRU character with the version 7.2
From that time, XNALara gained a lot of new fans, as it is not "Tomb Raider" or "Lara Croft" related only anymore, as every single 3d model can be imported in XNALara via Blender or 3ds Max.

There is a huge -and quickly growing- list of 3d models and characters you can use in XNALara and create wonderful renders! Since version 9.7.8 therfore XNALara has the new name XNALara/XPS (Xna Posing Studio). Release 137 - release 174


Abstract:
XNALara - 3D posing software, free of charge, primarily for Tomb Raider: Underworld model. The first model was Lara Croft, wearing her "jungle shorts".

Please respect, you needs a permission document, given by the real owner, if you will share a model which is not made from scratch by yourself.


XPS - "XNA Model Viewer" and 3D posing software based on XNALara, for any 3D character. With a rather rudimentary way to make a keyframe animation. Free of charge.






Se il bicchiere mezzo pieno o mezzo vuoto in ultima analisi lo decide l’osservatore.
Ho un turbine di pensieri in testa che sto cercando di mettere in ordine.
Dato che siete come e più di me smanettone e che sicuramente c’è fra voi un’ottima percentuale che ha testato XPS,
vi domando un parere.

Se potete cercate di essere “analogici” o forse meglio qualitativi: se c’è qualcosa che vi piace ditemi perché, se qualcosa non vi piace idem.
In un successivo contributo farò il possibile per informarmi ed esprimere un’opinione sensata su ciascun aspetto sollevato.

A voi, e grazie!





Additional Feature
  • - Done :wave: Add monochromatics to make it look almost like celluloid or an old photograph.
  • - Done :wave: Cel toon shader
  • - Done :wave: Request by :iconxxfreakyunderworldxx: New 'Render Goups' which supports multiple UV sets -- 10.9.7 supports 2 uv layers for every 'Render group'
  • - Done :wave: Request by :iconatlantib:  Wardrobe feature. Sample xnalara.home-forum.com/t178-xn…
  • - Done :wave: Request by "Hongfire Wong" Support for "texture packs" :thumbsup: XPS 10.9.3a2
  • - Done :wave: Auto add camera pivot to familiar bone name, if this pivot are missing inside the model. Request by :iconkinasuki: and :icontombraider4ever:                    
  • - Done :wave: Emission maps like this www.youtube.com/watch?v=8Za6WF…  --  Request by :iconxo-bahamut-ox: and :icontakebon999: Made available by :iconzcochrane: :hug:
                       Tutorial for XNALara/XPS here www.tombraiderforums.com/showt… ;)
  • - Done :wave: I wish there was quick save-pose like the quick save image. :thumbsup: Ctrl+P (F9) added in XPS 10.9.2 Request by :iconrobotrobot99:  
  • - Done :wave: Add a double click event to the bones list in the control window to zoom in on selected bone. Request by :iconkinasuki:
                       New camera pivot "selected bone"
  • - Done :wave: "Quick-save image F5" now always stores the image without visible bones names and link squares and HUD filename -- Request by :iconarmorvil:
  • - Done :wave: Add a way to add text to the image via speech bubbles -- Request by :iconarmorvil:
  • - Done :wave: "Lock Position"comments.deviantart.com/1/4195…
  • - Done :wave: "Lock Scene "comments.deviantart.com/1/4195…
  • - Done :wave:  New render group with support of Specular & Emission Maps at the same time.
  • - Done :wave:  Emission effect with diffuse, light, normal, spec and emission maps
  • - Done :wave:  Rotation of the camera. Sample takebon999.deviantart.com/art/…
  • - Done :wave:   Drag and Drop for pose-, model and scene files would be awesome.  XPS 11.1 xnalara.home-forum.com/t303-xn…

  • XNAStraightPose Feature like this xnalara.home-forum.com/t251-xn…
  • REDO command which reverts the effects of the undo action. Ctrl+Y or Ctrl+Shift+Z
  • Full screen 'Render Window' without title bar
  • The ability to move lights around
  • A new menu item to split a .scene file up into several scenes to load each one individually.
  • The ability to add sounds to make your own avi movies, like "Emitting the noise of a flushing toilet to spare a woman blushes."
  • A function to automatically detect (measure) the exact X,Y,Z position of certain point in an environment..
  • Texture "projection painting"
  • Dual sceen support. For example the "main render window" onto the secondary monitor and the dialog windows like the "Control window" onto the primary.
  • Store animations as animated gif --  leave marks though.
  • Environmental maps which react to light
  • Importing and exporting of other file formats to xps, like smd developer.valvesoftware.com/wi… or psk
  • Collada .dae import/export
  • Merge 2 models to swap a outfit
  • Auto rigging and skinning
  • Model light settings individually
  • Inverse Kinematics
  • Displacement maps www.youtube.com/watch?v=1mdR2i…  glasnost.itcarlow.ie/~powerk/G…
  • Support for KINECT to pose or record animation www.youtube.com/watch?v=77Qw1v…
  • Soft shadows www.youtube.com/watch?v=HqQEbw… + source code
  • Reflective maps  [Raytrace www.youtube.com/watch?v=iGsERN… ]  or  [Mirror texturing www.youtube.com/watch?v=3xzq-Y… ]
  • Raytrace shadows www.thegnomonworkshop.com/img/…
  • Create and move lightpoints (colour, intensity, shadow on/off etc)  
  • Ability to rotate bones on the 3 global axis, as well as its local axis.
  • Morphing system
  • YOUR TEXT HERE (INDEX)




I like this. Dont touche it.
  • Rename bones feature
  • YOUR TEXT HERE (INDEX)




Keep the feature, but change it on this way:
  • - Done :wave:  When you hide bones in the control window can they be hidden in the viewer as well
  • - Done :wave: Improvement of the representation of the double Alpha transparent. Example Eyelashes behind Hairs.  This feature are integrated with the Blender exporter 2.3 xnalara.home-forum.com/t18p25-… Request by :iconsterrennacht:
  • - Done :wave:  Set the "shadow default flag" for environments, with .OBJ format, to OFF Request by :iconkinasuki:
  • - Done :wave:  Restore the last position of the Render Window.  :thumbsup: BUG fixed.  Sorry for the inconvenience. Request by :iconcheojunio:
  • - Done :wave:  "Alt + LMB click" set camera  position  on ground plane. Request by :iconkinasuki:
  • - Done :wave:  Change the skipped folder warning into only one notification popup (toggleable) with the list of skipped folder.  New menu item 'Settings-->Show warnings' ... Warnings disabled by default

  • A alternate way to select bone joints inside the 3D window, when body parts or bones are overlapping.
  • After you clicked on a bar or slider, you can use the mouse-wheel to adjust it.
  • All shortcuts from 'Main Window' can be also used if the 'Control Window' are activated.
  • Controls can be altered in the settings menu. The current settings are the default ones.
  • The stay on top setting still isnt working .. at the start. you have to disable then reenable it so the control window stays on top. ... I cannot reproduce this issue
  • Different "back face culling" settings for different models in the same scene at the same time
  • Mechanism like the option "Look at camera". :) Now just need for cloth/hair.
  • More lightsources :thumbsup: New "Spotlight" www.youtube.com/watch?v=7Xx_Rk… with XPS 10.9.5 "Spotlight Edition"
  • Specify the image size when using the bloom effect. :) Currently, a team member implement it. We are waiting for his result.
  • Setting the intensity of the normal map. :thumbsup: We hope that this is already implemented in GLLAra.
    I have no experience with shader programming. :(
  • I want to cast a shadow on any object.  :thumbsdown: :thumbsup:  I do not think that this will be possible in "real time",
    perhaps with shadow maps glasnost.itcarlow.ie/~powerk/x… , but it's not trivial to implement.
  • Keep "Lock" model and add an option to "freeze" a model.
  • On this time, you can only toggle 2 outfits xnaaral.deviantart.com/art/XNA… not 3 ore more.  xnalara.home-forum.com/t138-xn…
  • Interchangeable .scene format.
  • Selecting multiple models at once
  • YOUR TEXT HERE (INDEX)




I dislike this. Please remove/change it.
  • - Done :wave: Support for deprecated render groups 24-25-26-27 Request by :iconsumirehaikuxna:
                     :thumbsup: Implemented with XPS 10.9.2 Retro Edition
  • - Done :wave: Not so many warnings Request by :iconxxfreakyunderworldxx:
                     :thumbsup: Implemented with XPS 10.9.6 Reboot Edition. New menu item 'Settings-->Show warnings' ... All warnings are disabled by default

  •    YOUR TEXT HERE (INDEX)






  • Link to the latest version XPS 11.0 -- Osiris Lara Edition xnalaraitalia.deviantart.com
  • Download link XNALara/XPS 10.9.6 alpha 6 ... DELETED ... Nobody want to test it ... nobody reports BUGs www-mice.cs.ucl.ac.uk/multimed… )
    • ChangeSceneFile included -- If a model of a scene does not exist, then it is possible to manually search for it.
    • New feature. "Alt + LMB click" set camera position on ground plane.
    • BUG fix -- Speech Bubbles are now saved with and without BLOOM toggled off.
    • New render group number 34_ as test group for new features
    • All render groups allows now to selected a mesh part and recolor the mesh's texture using a color dialog. XPS tinted the mesh part with the values by the entered colour. XPS mix this color with the texture colors. Choose a white color to restore the original texture color.
       The Blend-Mode are Multiply - combines the picked  color  with the colors of the underlying texture to produce darker colors. Multiplying the texture with black results in black, multiplying with white produces no changes.  All other colors  are combined with the colors on the underlying texture image.
        To inking a part invoke the new menu item
      Options-->Change mesh part color
      Many many thanks and kiss @:iconshabbychick: for the support :blowkiss:

      Of course, you can store the result with Modify-->Save_Generic_Item as .mesh. As either binary Generic_Item.mesh (xps.xps) or ascii (Generic_Item.mesh.ascii) file.

      Shader code, at this time with "Multiply color blend mode" ... next time with "overlay blend mode":

      float4 MeshColor; // set with XPS->Options->Change mesh part color

      float4 GetDiffuseColor(float2 texCoord) {
         float4 color = tex2D(DiffuseTextureSampler, texCoord) * MeshColor;
         if (!DisplayTextures) {
           color.rgb = 0.75;
         }
         return color;
      }


      XNA code:

      // Get the color from the color dialog box ... invoked by "XPS->Options->Change mesh part color"
      System.Drawing.Color color = dialog.Color;
      meshDesc.MeshColor = new Color(color.R, color.G, color.B, color.A);
      // ...
      // Convert the Object from Color to Vector4
      Vector4 meshColor = ConvertLightColor(mesh.MeshColor, mesh.ColorIntensity);
      // ...
      // RenderSceneFull
      effectsArmature.Parameters["MeshColor"].SetValue(meshColor);



EDIT: XPS 10.9.6a6 now with same color blend model like the Photoshop 'Overlay blend mode' -- Many many thanks and kiss @:iconshabbychick: for the support :blowkiss:

Add a Comment:
 
:icondabnis-sinbad:
Dabnis-Sinbad Featured By Owner 3 days ago  Student Digital Artist
Some questions about Optional Items:

1. Is there a limit to the number of Optional Items that XPS can handle? (Besides the obvious memory limits?)
2. As a suggestion for the next version of XPS, would it be possible to add directories under the "Optional Items" list? Reason? To shorten it for models with many items.

I've never found a model that uses the "outfit" option.  I really need to see if I can get that to work.  :) (Smile) 
Reply
:iconxnaaral:
XNAaraL Featured By Owner Edited 1 day ago
1. 2^15 equals 32768

2. Paint a image ... I do not understoke the suggestion.

3. Character/Outfit option ==> sta.sh/0uvhud5kfri
Reply
:icondabnis-sinbad:
Dabnis-Sinbad Featured By Owner 18 hours ago  Student Digital Artist
It's a bit difficult to post an image for this, so I'll try my best to explain.

Let's say we have a model, like "Tomb Raider Lara Special Edition by XNAaraL" and we want to use the "Optional Items".
When we open the "Optional Items" menu we see a list like this:

gloves
glasses
eyes
hat
hair
pistol 1
pistol 2
shorts
hair
shirt
boots

This is very short list, but sometimes I have quite a few Optional Items and it would be nice to be able to shorten the item list.
What I am suggesting is a "Directory Menu" under the "Optional Items", just like Windows Explorer that would allow you to place
similar items under a directory.  For example, if we take the items above, we could place them in a directory such as:

>BODY
     eyes
     hair
     shorts
     boots
    gloves
    shirt
>ACCESSORIES
     pistol 1
     pistol 2
    glasses
    hat

But when we open the "Optional Items" all we see are the Directories,

>BODY
>ACCESSORIES

You would have to click on the Directory as you do in Windows to open them.

This is a simplified explanation, but I hope it gets the meaning across.  Of course, I don't know if this would work in XPS,
but I thought I would ask.

Thanks for reading!
Reply
:iconsumirehaikuxna:
SumireHaikuXNA Featured By Owner Feb 2, 2016   Digital Artist
Heyo! :D
The other day I was browsing through some MMD files and I discovered a new interesting feature. In XPS we can get floor shadows with objects and models, but not a realistic "ambient occlusion" results. A long time ago I had asked if it was possible to insert some kind of renderer into the program, which you told me was not possible. Now I am thinking about a different thing.

MMD is a bit like XPS, it's not a real renderer program but lately people are able to make something like this:
heaven by jjyun
This image was made completely in MMD, and at a first glance I thought it was actually rendered in Blender or 3DS Max. MMD users got some additional shaders/files which once loaded recreate a sort of lighting and shadow. So my question is, would it be possible to make a similar option for XPS? I of course don't know how it works, nor if it's possible at all... but it might be a huge improvement especially for those who cannot render using 3D programs.

A shader example:

[MMD MME] New real Figure shader DL (BUG SOLVED) by martinnx
Reply
:iconxnaaral:
XNAaraL Featured By Owner Edited 6 days ago
Unfortunately, not possible. 

XPS IS a real renderer program, using the Microsoft framework 3.0.
XPS supports more than 32000 bones per mesh part ... and normally, every bone requires 4 "constant register" (shader model 3 has only 4x64 "constant register")
... Max Bones allowed to be compiled from a SMD is 128 (2 of those are dedidated)
XPS models can have applied up to 7 texture images per mesh part (RGs 22/23)
XPS models supports 41 different shaders (Render Groups) ... for each model (item)

And the Microsoft framework XNA 3.0 can only use "DirectX 9". DirectX 9 can only supports the shader model 1, 2 and shader model 3

And this shader models have  limited "constant register" to store "config parameters" and this shader models has limited "instruction slots" to make the arithmetic operations. ==> tech-artists.org/wiki/Shader_M…

So, in XPS is more possible than DirectX can do ... it is true magic! ... but of course, even my magic is also limited. ;)

BTW:
XPS users has also made some additional shaders/files ... like www.tombraiderforums.com/showt… or xnalara.home-forum.com/t214-xn… ... but I know, you know this.
The requested feature exsist also already  ;)

Edit to add
If you want to try "soft shadows" ... the MMD shader code for this effect is

           #ifdef USE_SOFTSHADOW
           if(parthf) {
           // ƒZƒ‹ƒtƒVƒƒƒhƒE mode2
           float Skill = SKII2*TransTexCoord.y-0.3f;
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(0,0)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(U,0)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(-U,0)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(0,V)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(0,-V)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(U,V)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(-U,V)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(-U,-V)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(U,-V)).r , 0.0f)*Skill-0.3f);
       } else {
           // ƒZƒ‹ƒtƒVƒƒƒhƒE mode1
           float Skill = SKII1-0.3f;
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(0,0)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(U,0)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(-U,0)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(0,V)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(0,-V)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(U,V)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(-U,V)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(-U,-V)).r , 0.0f)*Skill-0.3f);
       comp += saturate(max(IN.ZCalcTex.z-tex2D(DefSampler,TransTexCoord+float2(U,-V)).r , 0.0f)*Skill-0.3f);
       }

       comp = 1-saturate(comp/9);

and there are too much "instruction slots" required, to extend all the existing 41 XPS shaders :(
Reply
:iconsumirehaikuxna:
SumireHaikuXNA Featured By Owner 6 days ago   Digital Artist
Got it :D thank you for your explanation!
Reply
:iconxnaaral:
XNAaraL Featured By Owner Edited 6 days ago
n.p.
And Speaking of, your idea/Suggestion,  post  in the XPS Group ... your idea was very inspiring. And now  ... 4 hour later ... maybe some Magic (without define a new Render Group) will works ... maybe ...
Meaning, I will try a UDPSPI "user defined postprocessing shader plugin Interface" :D (Big Grin)
Although I think I'll be the only one which will use this plugin. Just as it was with the "Scripting Plugin Interface" sta.sh/01dfh3n82ajh ... sta.sh/03rtmaoli1e ... :lol:
Reply
:icondabnis-sinbad:
Dabnis-Sinbad Featured By Owner 3 days ago  Student Digital Artist
That sounds interesting.  While you're at it, could I suggest adding a second "ground" at a 90 degree angle to the existing ground that is able to be turned on and off?
One that also can have shadows cast on it?  I mentioned this some time back, but nothing ever came of it.

I mention this again because it would be nice to have a "ground" plane and a "wall" plane that could be used for scenes.
Reply
:iconxnaaral:
XNAaraL Featured By Owner 2 days ago
Pewds - Facepalm I mentioned this some time back, but nobody has understand it Facepalm 2 

If you want "adding a second "ground" at a 90 degree angle to the existing ground that is able to be turned on and off"
Than:
  1. Invoke "XPS--File-->Add model(s) ..."
  2. Choose Floor-->Floor and press the OK button
  3. Select inside the ControlGUI the bone called "Root ground"
  4. Move the "X-axis" track bar to "90.0" degree.
  5. To turn it on and off, just toggle  the button "Show" (above the bone list)


If you want "One that also can have shadows cast on it?", than you do not understand that "Shadows on the ground plane" means always "a shadow to a imaginary horizontal (ground) plane with the position 0,0,0" ==> The 2nd model called "ground" will never "have shadows cast on it".

BTW:
The request, made by EditSumireHaikuXNA was:
"XPS should Support user made shaders."
and my answer was:
"XPS already supports user made shaders." ... but in all the years, only one person (ZCochrane) has made too shader files.
Reply
:icondabnis-sinbad:
Dabnis-Sinbad Featured By Owner 1 day ago  Student Digital Artist
*Has an odd feeling of deja-vu*


Dabnis-Sinbad
Feb 19, 2015  Student Digital Artist
Thank you for your reply.

Perhaps I don't understand, or didn't convey my question correctly.

I was wondering about "Shadows".  I've set up a second floor here:  (image deleted)
As you can see, Lara does not cast a shadow on the second "Floor" object, only on the "ground".  This is correct behavior in XPS as one "object" cannot cast a shadow on another.

But I was curious if it would be possible to code a second "Ground" into the XPS scene, where the shadow of the object would not only fall on the "ground", but also
on the "wall" ground (which is at 90 degrees to the original ground plane)?  This would probably have to be done in the code of the program.

Sorry if I have misunderstood your answer!  :) (Smile) 


Reply :iconxnaaral:
Ah ... sorry, it was my misunderstand.

Right, this have to be done in the code of the program.

BTW at developer:
For the ground plane shadow, XPS use

Plane groundPlane = new Plane(Vector3.Up, 0);
return  Matrix.CreateShadow(
Vector3.Negate(game.CalculateLightDirection(lightAngleHorizontal, lightAngleVertical * -1f)),
groundPlane )
   * Matrix.CreateTranslation(groundPlane.Normal  / 100)
 ;
Reply
:iconxnaaral:
XNAaraL Featured By Owner 1 day ago
Right, this would probably have to be done in the code.

But nobody has made it.
Reply
(1 Reply)
:iconsumirehaikuxna:
SumireHaikuXNA Featured By Owner 6 days ago   Digital Artist
Not really! Every new feature is interesting and worth to be used anytime :D especially considering your efforts and work behind them. That actually sounds great and I'd be curious to see it.
Reply
:iconsuddenfrost:
SuddenFrost Featured By Owner Feb 1, 2016
I've noticed some bugs that have persisted for a while:

1. If you have two models open in a scene, edit a texture on one model (say, in Photoshop), save the texture, and press F8 to reload textures on that model, the texture reloads normally. But if you then edit and save a texture on the second model, select it and press F8, XPS throws an unhandled exception error.

2. When saving Generic_Item.mesh files (using the "use old generic format" checkbox), meshes which are invisible by default are never saved, even if "save only visible mesh parts" was not checked.
Reply
:iconxnaaral:
XNAaraL Featured By Owner 6 days ago
Thanks for this good report :hug:

1. Confirmed. This happens if the model not have there own "Toon.bmp" texture for the Cel-Map shader applied. Will be fixed with XPS 11.5 ... soon

2. Works like designed ;) xnalara.home-forum.com/t170-xn… "The old XNALara 9,7,8 format does not support things like optional items, XPS specific render groups, etc. Use only when sure you don't have any of that and you want to open your model in the outdated and unsupported XNALara" therefore , optional items which are invisibleby default, are never saved ... to ensure that the models loo in version 9.7.8 on the same way like loaded in XPS (by default).
Nobody wants (or needs) to save a model using the old and outdated 9.7.8 format.
Reply
:iconsuddenfrost:
SuddenFrost Featured By Owner 9 hours ago
Doesn't the wardrobe feature require you to save models as Character.mesh and Outfit.mesh? That's the main reason I'm interested in saving in the old generic format. It would be nice if you could call them Character.xps and Outfit.xps, but XPS doesn't recognize any .xps files with name other than xps.xps.
Reply
:iconsuddenfrost:
SuddenFrost Featured By Owner Feb 1, 2016
Oh, and one other thing: When you check or uncheck the "Caused shadows" checkboxes in the lighting parameters window, the states of the checkboxes are not saved with a scene.
Reply
:iconprogammernetwork:
ProgammerNetwork Featured By Owner Jan 18, 2016
I've already suggested this via note to XNAaraL, but here it is:

Sliders increase value instead of replacing them (making sliders behave like those programs where you click s text box and drag the mouse to change value.)
Reply
:iconxnaaral:
XNAaraL Featured By Owner Edited Jan 25, 2016
Range of Movement For Each Joint

Just wondering ... why so many user ask for Inverse Kinematics comments.deviantart.com/1/3331… , which requires that the model joints has reasonable anthropomorphic limits3dark.com/home/rotational-limi…
... and others want to rotate a bone more than 360° ... which makes no sense in my opinion.
==> design.tutsplus.com/articles/h… <==

The human form has, by nature of its structure, limitations on its range of movement. These constraints will affect how you animate your model.
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:iconprogammernetwork:
I did not mean I want to rotate stuff more then 360° (which is practically impossible). I wanted to move bones, on inanimate objects. It's different from living beings, where such limitations make sense.
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:iconpablo198989:
Pablo198989 Featured By Owner Jan 17, 2016  New Deviant
As i said it in NOTE
Possible to resize or larger white box space in "Attach Item" function
I know this can be passed by using short folder names, but if someone(like me) uses long folder names, so that come my idea for this feature.
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:iconxnaaral:
XNAaraL Featured By Owner Jan 21, 2016
Will be fixed in the next XPS version.
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:iconmarcelievsky:
Marcelievsky Featured By Owner Jan 14, 2016
Hallo!

Keep going with the brilliant and constant work on the tool! +fav w00t! 

In order to aggregate, would be possible in next updates:

• add a shortcut to Clone Selected Models as classic Ctrl + C or Ctrl + V (or any)?
• in Background Image, the loaded image never fits exactly to the size of the background. Could be possible to configure this in parameters, like Skydome Parameters?
• in Render Window, a way to turn off the "x-ray bones" feature (bones that appears to edit beyond the camera perspective)
• add more particle effects! :)
• (maybe off-topic) Xnalara have several options I could not find a tutorial about. These links show some options that I (particularly) didn't understand how they work, but I believe it would be interesting to know in detail all the capabilities of the menu Modify:
goo.gl/zFXn6V
goo.gl/4hwQlW
(again, I say that I didn't find the tutorials about it, but if there are, I apologize)

Thanks! Hi!  
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:iconxnaaral:
XNAaraL Featured By Owner Edited Jan 24, 2016
  • A shortcut to "Clone selected model" ... why not
  • it is currently
  • About the "Background Image": Not every picture fits perfectly across the window. ... In my opinion it is the same like the "Desktop Background. The modes are there: fill, fit, stretch, tile, or center the Picture. ... For XPS, when tiling and stretching still look odd or distorted. Fill or Fit option to keep the perspective requires only a toggle or radio button.
  • Take a look to the menu item(s) "Config-->Display bone axis" and "Config-->Bone axis X-Ray" ;)
  • I have never see a Image with "particle effects" ... Why to add some more particle effects?
  • A (outdated) tutorial is included in the payload, since XPS 11.4 ;)
    But of course, so many Features was requested here ... by our users ... but this users always believe that I understand the request and I would develop this feature ... but nobody want to write a Use Case or "User Story" (tutorial) to describe what he/she wants :( 

    BTW: If I realize a Feature, I post always the link to the request. It is a matter of our Publisher ... decide to pass on this information ... or not to do it. 
    • For example, "Run pose script" and "Run Import/Export script" sta.sh/01dfh3n82ajh sta.sh/03rtmaoli1e ... has required to implement a complete C# Interpreter (like the Microsoft Visual Studio) into XPS ... to make it possible to run a C# source code, without to compile it. And this "script Feature" would require a API ... which was never defined in the request :(
    • - Commands-->Save/Load optional item state, was requested here comments.deviantart.com/1/3331… to implement this feature, I has no more information available, so it should be sufficient to describe how this function can be used.
      BTW: In my opinion, this function is useless.
    • "Modify-->Flags" ... This menu item is self-explanatory ==> sta.sh/01mt0vw7l93h it "modify" some "Flags" (Render states) like "model cast shadows", "Back-face culling" behavier or "Swizzle coordinates ... and save this settings inside the model header, which is a part of the "xps.xps" file format. This model flags (settings) determine the behavior and appearance, if you load such a model in XPS. For example, if a model has set the Flags "Back-face culling" to ON and "Always force culling" to ON ... then if you load this model ... tata tata ... this model toggle Back-face-culling and "Always force culling" to ON ... and you must not write in your model description Important: Use with Back Face Culling and Always Force Culling :lol:
    • "Modify-->Material Editor Ctrl+T" ... This menu item is self-explanatory ==> xnaaral.deviantart.com/art/NoM…
        You can modify the material settings from the selected model.
      Every button has tool tips, to inform you about the details. For example the button to apply a "specular map" to the model: xnalaraitalia.deviantart.com/a… 
      You can assign textures sta.sh/026c9fwx01va
      You can group mesh parts as one "Optional Item"
      You can colorize the model. sta.sh/01v08aabgzik sta.sh/026c3bvl47t1
      You can change the Render Group number sta.sh/028ek2d37zx5
      or you can rename the mesh parts.
      ...
    • >"Modify-->Create bone name list" ... This menu item save all bone names from the selected model as semicolon separated value list ... for example "BoneDict.txt" ... to make it easy to rename the "original" bones,  to the XNALara bone name convention .... by using the XPS 10.9.4 ChangeBoneNames feature

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:iconchobi-pho:
CHOBI-PHO Featured By Owner Jan 14, 2016  Professional
thank you so much for all the constant updates! i appreciate you guys so much for all the hard work! :hug:

would it be possible to add a redo button for next update? :) (Smile)
i have a habit of comparing poses before and after so redo and undo would be awesome! it saves so much time!

also i love the freeze feature someone has asked for before :)
i'd love to 'lock' down a model while still being able to work on other models, haha.

lastly, this one might be less important but i would like a quick save + quick load camera angle as well.
this allows me to freely model from any angle i like while not have to worry about finding the right angle again later :)

these are all my recommendations for now. thank you so much for your hard work.
wouldn't know what we'd be doing without you :heart:
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:iconxnaaral:
XNAaraL Featured By Owner Jan 14, 2016
Thanks for this recommendations :hug:

About "redo button"
This is already on the TODO list above.
Quote "REDO command which reverts the effects of the undo action. Ctrl+Y or Ctrl+Shift+Z "
But the class files sourceforge.net/p/xnalara/code… and sourceforge.net/p/xnalara/code…  used in XNALara, do not support a REDO feature.
This means I would have to re-create an existing function. Something I do not like. Maybe this reads another programmer who wants to do it.

About "the freeze feature"
Right, this was already requested. Maybe possible to add for the next update.
But if you want "to 'lock' down a model while still being able to work on other models", then
- just use the button "Show" to toggle the "Model visibility". This prevents changing the pose of the selected model by accident.
- or save the pose from this model (shortcut F9) ... and reload the pose (shortcut Ctrl+P) when needed

About "quick save + quick load camera angle"
This feature exists since XNALara Version 3.55 -- release 026
Quote menu item  "XPS->Help->3d window controls"
F2 ... camera quick-save
F3 ... camera quick-load

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:iconchobi-pho:
CHOBI-PHO Featured By Owner Jan 14, 2016  Professional
thank you for your response!

sad to hear about the redo button! can't wait till it happens though :)

i can still pose the model by accident when the model's visibility is turned off.
but it's okay! not a big problem :)

ah, thank you for telling me that!! never knew!

thanks again for your time and efforts.
as always, looking forward to xps updates :)

i might as well ask this but would it be practical to be able to move more than one model at a time?
i have multiple characters interacting with eachother and i would love to rotate both of them at once 
instead of moving one at a time and repositioning them later. it's a small thing but would be great to be able to do.
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:iconxnaaral:
XNAaraL Featured By Owner Edited Jan 16, 2016
About "to move more than one model at a time"

The whole graphical interface is based on the...
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:iconchobi-pho:
CHOBI-PHO Featured By Owner Jan 18, 2016  Professional
ah i see~ thank you for your time and patience answering all my queries!~ :)
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:iconxnaaral:
XNAaraL Featured By Owner Jan 28, 2016
n.p.
But ... XPS 11.5 can select multiple models at once ;)
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:iconblack-cat010:
black-cat010 Featured By Owner Jan 7, 2016
hiNeko Emoji-41 - (Kawaii Waving) [V3] 
thank you for always making the xps better and better so i was wonder if there any chance to have the copy weight bone in xps please?
just like the way in blender i think it would make it much easier for us who dont no how to rig a model Anime Emoji (Being Shy)
Good Luck & Take Care Happy Neko  
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:iconxnaaral:
XNAaraL Featured By Owner Edited Jan 10, 2016
thx

Sure, I can release this feature. I use a XPS with  (private) "Bone Weight Copy"  since ages (2009) --> xnalara.home-forum.com/t32-mes…  
<quote>Step 11:
Press the buttons "skinning" and "skinning only exact".
Skinning are the same like Blenders "Bone weight copy"</quoute> ;)

BTW:
The first MOD ... using this feature ... was "TRA Lara" Jun-10 2009  and "Lara Movie" www.tombraiderforums.com/showt… ... made for The first XNALara Modding Competition  www.tombraiderforums.com/showt…  :)
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:iconblack-cat010:
black-cat010 Featured By Owner Jan 12, 2016
OMG! thats so not fair sir to keep such a great feature like this just for your private use Flea Tears
i want it tooo pleeeeeeeeeease?Neko Emoji-42 (Kawaii Moe Smile) [V3] Neko Emoji-42 (Kawaii Moe Smile) [V3] Neko Emoji-42 (Kawaii Moe Smile) [V3] Neko Emoji-42 (Kawaii Moe Smile) [V3] Neko Emoji-42 (Kawaii Moe Smile) [V3] Neko Emoji-42 (Kawaii Moe Smile) [V3] Neko Emoji-42 (Kawaii Moe Smile) [V3] 
is that mean we are going to be able to get any obj model and then put it over any rigged model in xps and then press on Skinning and then it will copy the bone weight of the model just like that OMG! :happybounce: :happybounce: :happybounce: :happybounce: OMG MOAR POEMS! OMG MOAR POEMS! OMG MOAR POEMS! OMG MOAR POEMS! yes!yes! sure i want that too Red Link Luv 
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:iconxnaaral:
XNAaraL Featured By Owner Edited Jan 13, 2016
I keep this feature for private use, because I do not think it is useful for others.

Mostly users ask for a feature like in Blender, which have never used this feature with BlenderThey do not recognize that this feature can not solve their problems.

I make some examples:
  • If you try to skinning a "non poseable" obj model over a rigged model, using the Blender BoneWeightCopy script, then you will just see this error  sta.sh/0130ob0cyi8l ...
    • and nearly every XNALara model has more than one mesh ... and of course all mesh parts with bone weights !
    • and every Generic_Item and even every wavefront .OBJ model has vertex weights, assigned to the root bone! How you will load a model without bone weights inside XPS?
    • There are only a few models without bones, like the "Croft Manor Hall" www.mediafire.com/download/jlt… ... and this is a "non Generic Item". I am sure, nobody know how to create such a "non Generic" and "not .obj" model for XNALara
  • If you try to skinning a "non poseable" obj model over a rigged model, using the Blender BoneWeightCopy script or "Blender assign armature to mesh", then you will always have some issues like "bone heat weighting failed to find solution for one or more bones", and you need a hand made "weight painting" using Blender. Why you want to use a XPS weight copy feature ... and after this you must load it in Blender to finish it?
  • Bone weights are not enough for a poseable model. You will needs a armature. How you will attach such a armature with XPS? 
  • If you try to skinning a "non poseable" obj model over a rigged model, using the Blender BoneWeightCopy script, and you have rigg the model (create armature), then almost every time you have this two troubles sta.sh/025kuv92m4dn ... "zero weighted vertices" and "missing bones". How you will solve this issue with XPS?
  • The most XPS users do not know "How to fix a wrong 'root ground' bone sta.sh/02f0toljx3zb ... how will these users fix an entire armature and wrong "Bone Weights"? 


Right, 
that (currently) private) feature means it is possible to load any rigged model in XNALara/XPS, load a other static mode, and by pressing the "Skinning" button ... it will copy the bone weights and the armature from the visible mesh parts over the static model. If you want, you can use "Modify-->Export scene as .mesh (merge)" ... shortcut Ctrl+M to combine both models ... but I do not think it is useful for others, because the issues above. If somebody can fix this issues with Blender, then this person would make the "Bone Weight Copy" (Skinning) also with Blender ;)
Therefore, I think that it is waste my time to create a useful GUI for this private function. ;)
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:iconblack-cat010:
black-cat010 Featured By Owner Jan 20, 2016
ok i get your point here but still i find it a useful feature but first we should make it more advanced than how "Bone Weight Copy" works in blender
like i think im not sure cuz im not that expert in these things but if we are able to select more than one mesh to do the skinning process then i think it would be more easier and useful, right?
and aside from this skinning topic i would like to suggest if its possible to be able to add (select) more than one bone in xps when we are doing a meshmod please?
like if we want to join a shirt to the upper body it would be better to be able to select the upper spine+the lower spine + the left+right shoulders to attach it to the main body so that the shirt will move correctly with every bone of the upper body.
i know we had this feature in one of the older version of xps ( wardrobe) but i couldnt use it correctly Sweating a little...
so thats why i think we should be able to select more than one bone to make the meshmod Nod
thank you for everything sir Neko (Lennon)  Little Busters [V9] and sorry for my lack of knowledge in these matters  Anime Emoji (Being Shy)  
Take care Happy Neko 
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:iconxnaaral:
XNAaraL Featured By Owner Jan 21, 2016
Ii is possible to "add more than one bone in xps when you are doing a meshmod"
This feature is available since XPS 11.2 - Wild Hunt Edition and is called "Modify: Export Scene as .mesh (Merge models)" ... the shortcut is Ctrl+M
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:iconblack-cat010:
black-cat010 Featured By Owner Jan 21, 2016
yes i know this but i dont know why it dose not work with me correctly Sweating a little... 
thats why i asked if its possible to do this when we want to make a meshmod the regular way and be able to select as many bones as we want instead of one bone :)
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:iconxnaaral:
XNAaraL Featured By Owner Jan 21, 2016
If the Merge feature Ctrl+M not works for you correctly, then perhaps your model ignores the XNALara/XPS armature requirements!? In most cases "Wrong root ground bone" or "duplicate bone names ... applies also for unused bones ... and "bone names with UpperCase letters" !

You can fix the wrong armature, easy and quckly, using this sta.sh/01dfh3n82ajh script ... before you try to combine the models.
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(1 Reply)
:iconradenius:
Radenius Featured By Owner Jan 4, 2016
Can you change it so the context menus all stay open when you click options in them? I am thinking mostly for the Optional Items menu (CTRL+A) where ifd you have a large number of optional items on a model, you have to click one by one and keep reopening the menu every time. I qould like to suggest it so that the menu stays open while you are selecting items, and then CTRL+A opens and closes the menu as needed. Thanks!
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:icondarkslayer092:
Darkslayer092 Featured By Owner Jan 2, 2016  Hobbyist Digital Artist
I had this suggestion of adding hotkeys to open a small menu to make meshes in the model optional,just like we have now for optional items.
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:iconxnaaral:
XNAaraL Featured By Owner Jan 4, 2016
Multiple Selection with the Keyboard ... using Ctrl+LMB and/or Shift+LMB
I
still do not understand.
The menu item ... "Options-->Make items optional"  ... to make meshes in the model optional ... allows to "Multi-select"  (use Ctrl click to Multiple Selection ) sta.sh/01wosgkw5ae7 the meshes. This use a modder only once for a model.

So, if I understand your request ...
You want a hotkey (shortcut) for the menu item "Options-->Make items optional" ?

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:icondarkslayer092:
Darkslayer092 Featured By Owner Jan 4, 2016  Hobbyist Digital Artist
I figured that xD 
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:iconxnaaral:
XNAaraL Featured By Owner Jan 4, 2016
Ok.

So, your request is now just: "A load pose shortcut?"
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:icondarkslayer092:
Darkslayer092 Featured By Owner Jan 4, 2016  Hobbyist Digital Artist
Yup. but only make it if you have time to spare lol. :)
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:iconkorrdavl:
Korrdavl Featured By Owner Dec 30, 2015
How about a vignette filter?
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:iconxnaaral:
XNAaraL Featured By Owner Dec 31, 2015

float R = 1.0f; // Radius of vingette
float4 VingetteShader(VertexShaderOutput input) : COLOR0
{
    float4 color = tex2D(TextureSampler, input.TextureCoordinate);
 
    float dX = abs(input.TextureCoordinate.x - 0.5)*R;
    float dY = abs(input.TextureCoordinate.y - 0.5)*R;
     
    float p = dX*dX + dY*dY;            // Squared distance
    float d = 1 - 0.2f*p - 0.2*p*p;     // Fall off function
 
    color.rgb = saturate(color.rgb*d);
 
    return color;
}
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:iconkorrdavl:
Korrdavl Featured By Owner Jan 1, 2016
Looks like code for the filter.. do I add this to anything? Or have you included it? Or is it code from somewhere else ?
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:iconxnaaral:
XNAaraL Featured By Owner Edited Jan 1, 2016
Right. it is the (shader) code for the filter.
It is code from somewhere else ... if you can, than you can add this shader code to NewEffectsArmature.fx (on the same way like there www.tombraiderforums.com/showt…) ... I will include it ;)

But ... the problem:
  •  This can not works as XNALara "Render Group" (RG) inside NewEffectsArmature.fx  ... How should looks a Vingette, if the "hair mesh" use a RG with Vingette ... and the "head mesh" use a RG without Vingette :lol:
  • This can only works as "PostProcessing Effect" if the image size is limited to 100% ... otherwise every tile has his own Vingette border :( 
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:iconkorrdavl:
Korrdavl Featured By Owner Jan 1, 2016
Ok, thanks for the clarification. I'll look into it first chance I get home.,
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:iconhenryque999:
henryque999 Featured By Owner Dec 29, 2015   Digital Artist
Hi there! I have a suggestion, Can XPS 11.4 have a option where you can choose which .scene XPS can start with? I think it would be a cool addition.
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