root ground rule... help? *edit* issue resolved

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root ground rule... help? *edit* issue resolved

Post by ran76 on Thu Nov 05, 2015 6:52 am

I've been trying to make a head swap mod with XNALara but every time I try to attach the head to the body I get a notice that the head is "ignoring the root ground rule and will become invisible". My question is: What is the root ground rule and is there anything I can do about it? Thanks in advance.

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Last edited by ran76 on Fri Nov 06, 2015 9:12 pm; edited 1 time in total

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Re: root ground rule... help? *edit* issue resolved

Post by XNAaraL on Thu Nov 05, 2015 2:19 pm

What is the "root ground rule" : ==> [You must be registered and logged in to see this link.]

Is  there anything you can do:
- Confirme the dialog with "Yes" and try it ... some times it works.
- repair the "head" model. How? This depends on the BUG of the model. I can make some tutorials, but for that I need to know if you have experience with 3D editors ... or not.

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Re: root ground rule... help? *edit* issue resolved

Post by ran76 on Thu Nov 05, 2015 7:25 pm

I have a little experience in working with Blender 2.49, but I use it mostly to cannibalize the models I'm planning on working with, for parts(gloves, shoes, jewelry, heads in this case). I usually import the parts to XNALara, delete the bones I don't need and put everything together on there.

I have found that *sometimes* if the head is invisible in the combined model, if I attach the head again to the combined model the head stays visible and I just need to delete the duplicate head bones. Not working in this case.


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Re: root ground rule... help? *edit* issue resolved

Post by XNAaraL on Fri Nov 06, 2015 9:32 am

I have a little experience in working with Blender 2.49, than this is enough experience to modify the "head" mesh with Blender.
- Just import the model into Blender
- If the "root ground" bone is missing, then add a new bone and reparent the old "root" bone to the "root ground" bone.
- If the "root ground" bone is not centered at the reference point of the coordinate system, than move it to the center.

Of course, depending on the BUG in your "head" mesh, you can make all this the modifications with a text editor, like notepad
If you take a look ... with notepad ... into the Generic_Item.mesh.ascii file, then the second, third and fourth lines must look exactly the same like:
Code:

root ground
-1
0.0 0.0 0.0

  • "root ground" is the bone name
  • "-1" is the index of the parent bone ... -1 means no parent. Therefore this is the root joint of the armature
  • "0.0 0.0 0.0" is the X-Y-Z coordinate. Zero Zero Zero means the center


If your "head" model looks like
Code:
124 # bones
root ground2
123
0 0 0
then "123" is not "-1" and a wrong value. This model have 124 bones and the index of the first bone, called "root ground2" is 123 (The last bone number, because the index started with the offset 0 and this model has 124 bones.

Also fix this values and  delete the wrong "root bone" with the index "123"
This means, decrement the value in the first line from "124 # bones" to "123 # bones" ... and modify line 2,3 and 4 to the default values.
Now it looks like:
Code:
123 # bones
root ground
-1
0.0 0.0 0.0
Because you have decrement the bone counter ... to ignore the wrong root bone (index 123) ... you have to delete this wrong bone.
Search for:
Code:
# meshes
and remove the three lines before this line. For Example, you found:
Code:
unused dummy bone
122
0.08431714 1.489013 0.1016933
root ground
-1
0 0 0
6 # meshes
then remove the three lines before 6 # meshes and now it look like:
Code:
unused dummy bone
122
0.08431714 1.489013 0.1016933
6 # meshes

Save the "head" mesh file and add it to the body. That's all

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Re: root ground rule... help? *edit* issue resolved

Post by ran76 on Fri Nov 06, 2015 9:11 pm

Hey, it worked! thanks a lot X, really appreciate it.

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Re: root ground rule... help? *edit* issue resolved

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