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Smash Drezelan

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  1. This is an event created by designers and event-hounds for designers and event-hounds. When Scarlett and I sat down to decide what mattered most to us for this event - exclusivity and quality were what came to mind. In order to make this event what we know it can be, we need you. Your talent and creativity. So, The Pier Market is not a discount event (unless you, the designer, choose to place your items at a discount). The rounds are longer - tri-weekly - plus a three day set up period in between rounds. We'll be scouring the grid (and the web) to snag the best bloggers possible to give this event (and, more importantly, YOUR CREATIONS) the spotlight they deserve. |-----ROUND LENGTH | THREE WEEKS (3 Day Set-up Period in between rounds). |-----RENT ( subject to change *with* notice) | 600L / 45 PRIMS (5 Available Slots) 450L / 25 PRIMS (20 Available Slots) You may pay your fee as m any weeks in advance as you like if you wish to keep your spot. HOWEVER, if you're not set-up by the opening day of a particular round (without prior consent from The Pier Market Owners), your spot is forfeit and can or will be given to another designer. Owners also reserve the right to change designers (in which case, a refund will be given). |-----RULES | 1) A 1PRIM The Pier Market logo / LM giver (this will be in your welcome package) must remain in your mainstore for the duration of your round(s). 2) All items offered at The Pier Market must be new releases. 3) There is no set pricing for The Pier Market. Creators may place items for a discounted price OR sell them at full price - HOWEVER, items must be exclusive to The Pier Market for the duration of the round. 4) Rounds will be loosely themed - usually based around a word or idea. For example, the theme for the February (Valentine's Day) Round would be centered around something as basic as "Love." Designers will be able to choose what direction to take from there. 5) We will have a group of hand-picked bloggers to blog your items - feel free to send your notices to the group or to the bloggers directly if you choose. We will not force you to send your items to the group - however, sending at least one or two items/colors to our blogging pool increase your chances of being featured on their blogs. If you're interested in more information or would like an application, please contact me (Smash Drezelan or Scarlett Luv) either in-world or on Flickr. Smash Drezelan (Owner [WOLF&I]; http://www.flickr.com/photos/smash_drezelan/) Scarlett Luv (Owner - Couture'd Bacon; http://www.flickr.com/photos/95405811@N05/)
  2. AH! The skeleton was the problem - I actually only had 18 bones, and a few left over vertex groups from the avatar file - so when I was counting, I ended up with 26 because I forgot only groups that start with m?? count. I imported my obj into the avatar workbench file, parented to that skeleton, and it uploaded perfectly. Thank you so much! :matte-motes-asleep-2:
  3. Lol, the problem isn't that I'm forgetting to check the skin weights box - the problem is that I can't check the skin weights box. It's greyed out because I'm doing something wrong in the export process and the uploader isn't recognizing that I have skin weights at all. What I'm seeing in Blender is a rigged mesh that moves with the armature - however, the box for Skin Weights in the SL uploader is greyed out and unavailable to me. The pages you linked are your blog, right? I've been on there quite a bit today, and probably a million times over the winter when I learning how to rig. From everything I've read, this should be exporting/uploading properly. It just... isn't. :\ I thought (actually, I was hoping) Blender had just added/renamed a feature or changed the process on me.
  4. I've been lurking the forum (and 15 pages of google search results) for hours looking for an answer to this before I bothered anyone, and I think the closest I found was this [http://community.secondlife.com/t5/Mesh/Rigged-mesh-export-from-Blender-2-60/m-p/1243353/highlight/true#M9192], but that looked like it was for exporting avatars or full body meshes - but if that IS the answer to my question, I apologize in advance. Also, I apologize in advance if this has been asked a bajillion times - I tried to find the answer on my own, I swear. I'm using Blender 2.68, and the Standard Sizes .Scene file (if that helps). I'm also using Firestorm (I doubt that matters, I'm just trying to be detailed - I'm just not sure which info is relevant). When I export my rigged mesh and try to upload it in-world, it acts as though it hasn't been rigged (no skin weights option). I've uploaded rigged mesh before, but it's been a few months and a few versions of Blender since then. I did try to go back and download the outdated version of Blender that I used to use... but that didn't work either, so it's probably user error (I'm definitely still a bit of a mesh novice). I think I'm missing a step somewhere, I just can't for the life of me figure out what that step is. So, these were my steps and my settings: 1) Parented object to armature. 2) Transfered weights from avatar (I had a lovely time trying to find Copy Bone Weights :matte-motes-wink-tongue:) and corrected/added weight painting. 3) Exported to Collada .DAE using Second Life Rigged settings after unchecking all of the texture boxes (not sure if unchecking the texture boxes is still necessary). I tried exporting with and without the armature also selected, and reparenting the object/armature. None of that worked. So I went back to 2.65 (the version I used to use without any problems) and repeated my steps. When that didn't work, I went back to 2.59 and tried to find the exporter plug-in, but it seemed to have been removed (either that or I've been staring at Blender until it's blended my brain). Also, I have 26 bones in my file, and I can't actually remember if I'm suppoed to have 21 or 26. I'm sure this is a stupid question and the answer is staring me in the face, but if anyone could point me in the right direction to getting this mesh uploaded with skin weights, it would be much appreciated. Thanks :]
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