08-09-2011 08:29 PM - edited 08-09-2011 08:33 PM
I finally finished this SL mesh clothing video series for Blender 2.49. When I started planning it, you couldn't export a rigged mesh from Blender 2.5x that would work in SL. However, now you can. So, I'll update the series soon for Blender 2.5x users.
Second Life Rigged Clothing Series
08-10-2011 04:12 AM
Exporting a rigged mesh from Blender 2.58 does not work in SL at the moment.
There is a problem with Collada 1.4.1
To quote Prep Linden:
The core issue with this particular defect is that we do not fully
support collada 1.4.1 at this moment.
I have implemented partial support for 1.4.1 but there are still
a couple of loose ends that need addressing - so till then your
rig will come in collapsed (july 28 screenshot). I still intend to revamp the rig import code - along with your
suggestions there are a number of other areas that need to
be refactored. Till the code updates are in - I suggest you export your rig with a
version of blender that has the collada 1.4.0 exporter (I used 2.49).
08-10-2011 04:47 AM - edited 08-10-2011 06:30 AM
is not a problem, you can export with blender 2.49
i work with blender 2.5 and when i'm done i export with blender 2.49
(great job for your tutorials Ashasekayi, gave a kudos to you)
08-10-2011 09:55 AM
I have no idea how you rigged an avatar that small, but it looks great and it is too cute! I shall have to kill it I think.... Mwahahahaha....
08-10-2011 09:56 AM
These are fantastic tutorials Asha, and just what people needed! I learned a lot from it and hopefully rigging will be a little less painful. Thank you!
08-10-2011 11:36 AM
@all: I'm glad you guys have found it helpful Thanks for watching.
@Ron: You can export a rigged mesh from Blender 2.58.1. I have been exporting and uploading rigged mesh from it for awhile. That version has a patched collada exporter that also lets you "export only selected", which is a godsend. You do have to download this version from graphicall.org though.
08-10-2011 11:38 AM - edited 08-10-2011 12:06 PM
Ashasekayi! Your videos are like M&M's...I couldn't stop watching them. They are excellent and I learned a mooseload of new stuffs. I can't thank you enough!!!
I have one comment/question. I have found by random flailing around with Blender that if you just delete all the shapes except for the "basis" shape for each body part, it deactivates the corresponding vertex groups and it is then not necessary to remove them. If you go to the shapes subpalette and click on the left facing arrow, then click the x "delete" button repeatedly, you can quickly just remove all the shapes. And of course if you get carried away, as I always do, and delete the last one (the basis), I just hit ctl z to bring it back.
I'm not an advanced Blender user by any means, so I might be off base with this. Please let me know if I am.