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Submitted on
October 19, 2012
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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.


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
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

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…
  • - 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…  --  Request by :iconxo-bahamut-ox: and :icontakebon999: Made available by :iconzcochrane: :hug:
                       Tutorial for XNALara/XPS here… ;)
  • - 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"…
  • - Done :wave: "Lock Scene "…
  • - 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…

  • XNAStraightPose Feature like this…
  • 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 or psk
  • Collada .dae import/export
  • Merge 2 models to swap a outfit
  • Auto rigging and skinning
  • Model light settings individually
  • Inverse Kinematics
  • Drag and Drop for pose-, model and scene files would be awesome.
  • Displacement maps……
  • Support for KINECT to pose or record animation…
  • Soft shadows… + source code
  • Reflective maps  [Raytrace… ]  or  [Mirror texturing… ]
  • Raytrace shadows…
  • 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

I like this. Dont touche it.
  • Rename bones feature

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… 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"… 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… , 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… not 3 ore more.…
  • Interchangeable .scene format.
  • Selecting multiple models at once

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


  • Link to the latest version XPS -- Countdown Preview Edition
  • Download link XNALara/XPS 10.9.6 alpha 6 ... DELETED ... Nobody want to test it ... nobody reports BUGs… )
    • 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

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:
black-cat010 Featured By Owner Edited Nov 19, 2014
Hi there Panda Emoji-02 (Cute Waving) [V1]
is there any possibility to have scripts for mmd and sims models so that we can open them in xps directly and use them without the need to convert them in blender or in any other 3d program please?
and the ability to swap face features pleaseMeow :3
and the ability to unbutton the buttons of the shirt or unzip the zipper like here:…
or the ability to do this to the shirt like in this picture:…
thank you Happy Neko 
XNAaraL Featured By Owner Nov 20, 2014
1) What exactly you means wit "the ability to swap face Features" ???
You means the exsisting feature "Modify-->Flip face normals" ... available since "XPS 10.9.4 -- Wardrobe Edition Release -- release 164" ...  Jan 24, 201…
black-cat010 Featured By Owner Nov 20, 2014
i mean the ability to swap face features between models like for example take the nose from model A and swap it with the nose from model B or( the lips - eye brow- ) so that we can have new looking model :) of course if that possible to doNod 
and for wardrobe i know it was already released but i never saw it in the data folder in the next mini new xps versions thats why i forgot about itBlush Ashamed Ashamed  so it will be better to have it as a main feature inside the data folder of xps just like the ( common- dummy-Import_script_demo_fbx-skydome_thailand_sea) right Meow :3 
zecle Featured By Owner Oct 27, 2014   Digital Artist
i don't think soft shadows is a really necessary feature. considering you guys aren't paid for entertaining us, why not just focus on basic self casted shadows ?
nothing of a bigdeal, the simple basic stuff that already exists but applied to the models themselves. the basic thing like xbox or SOME gamecube games used to display 10 years ago that is cruelly missing in xps.

and i definitely support the idea of a global axis added to the local axis ! but can i have my gizmo bigger than ONE pixel please ?^^
thanks !
XNAaraL Featured By Owner Edited Oct 28, 2014
- I agree, soft shadows can be done in post processing .... like Photoshop.

- About "Basic self casted shadows":…  There is no way :( (or exactly, I see no way to do it with XNA 3.0 and poseable models)
XNA 3.0 supports at maximum "Pixel/Vertex shader model 3.0". Many XNALara/XPS user has Video cards which only supports shader model 2 :(
We have to deal with 2 limits: "instruction slots"… and "constant registers"…
The current shader, with 3 light sources ... and up to 7 textures blending over each ... and posable models with more then 59 bones per mesh part  ... let every programmer unsuccessfully struggling with this limits.
There are not enough "instruction lots" available to add the complex calculations for "self shading" ... and this calculation is required in Real time ... and

posable models (skinning) waste, at least, 92% from this "constant register" for skinning (bone index). Of course, you can compress a 4x4 bone matrix into 6 floats, 3 for storing rotation about each x,y and z axis and the other three for the translation vector, you could use quaternions or you could directly store euler angles either way the complexity of the vertex shader will grow.
But, you will never have enough "constant register" to store all the data for "self shading calculations" ... even to store the boolean information "Cast shadows On/Off" , there is no register available. ;)
One way to solve the problem you describe is to use something called a Cascaded Shadow Map (CSM). But shadow mapping also has its problems. The time it takes to generate the shadow maps is proportional to the scene complexity and not the model complexity, so it generally takes longer. There's no really efficient way to map a sphere to a 2D Screen rectangle. And last but not least you get artifacts because of limited shadow map precision.
A other way is to render shadow volumes ,  using a non-shadow mapping way to create shadows.This used to be the "old" way of making shadows until shadow maps became more efficient in games, their versatility quickly won developers over into using them.
Perhaps, stencil shadowing ismore practical.
If you want to see what is possible (with static models), then download Demo and Source (4554 KB) ;)
"nothing of a bigdeal, the simple basic stuff that already exists but applied to the models themselves. the basic thing like xbox or SOME gamecube games used to display 10 years ago that is cruelly missing in xps." ???  :lol: You are kidding? Right?  Please make a example :lol:I thinks, you're wrong. Right is, we have to deal with the DirectX 9c limits, and DirectX 9c is available since 10 years. (August 2004)

- Why "visualize a global axis" ????? this axis is never used. XPS visualized the axis used by the current action. ... OK next time bigger than one Pixel. If you want control "how big" to draw the line, then you Need at least a free "constant Register" ;)

- About IK:
I has talk many times about  IK (Inverse Kinematics ) chains and about that IK needs additional model data, which needs a new XPS .mesh format. I am sure, no modeler an no modder and no porter will make such models for XNALara.
DB-Kai Featured By Owner Oct 29, 2014 no IK ever?
XNAaraL Featured By Owner Edited Oct 30, 2014
Ever? Never say never (say never) again

At the time when 
... modeler, modder or porter tell to me, there would implement a
IK system to create an 'localised' IK bone chain in part of a characters skeletal rig…
... and at the time, when modeler, modder or porter tell to me there want a new file Format, which support this IK chain data…
... and at the time, when modeler, modder or porter respect the XNALara/XPS armature requirements…
than I am sure, XPS support this sceleton
zecle Featured By Owner Oct 28, 2014   Digital Artist
i didn't know this already was such an advanced feature.:o (Eek) :( (Sad)  it "looked" so simple due to its age. now i understand.Wink/Razz

ok then about IK posing, fine, we will stick to 3dsmax for that. btw thank you so much guys for developping that xnalaraconverter script to import xps models into 3ds !!!
zecle Featured By Owner Oct 27, 2014   Digital Artist
and i also support the IK idea !:happybounce: Clap 
junkymana Featured By Owner Sep 18, 2014
If possible, a render group wich support this textures: diffuse, normal, specular, evironment.
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