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NicholasCharon

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  1. So I finally finished my first item, wich was a pair of boots. Now the fun part began making pants! When I export my shape with phoenix 1185 the morphs seem to apply to the saved obj file. But not the displacement of bones, for example if you put hip width to 100 and export obj. The hips will export in their default position =/ This is really frustrating because I need accurate morphs to be able to see if my pants deform properly. Does anyone know why it does not export the accurate shape? Or maybe some way to fix the saved obj's so they match up with what you see in SL? I even attempted to make a java script that rewrites the obj into its accurate state, but then I realised duh, if the obj have the wrong vertex positioning to begin with, and there is no way to find out what it is. A script is pretty useless. While I wait and see if anybody got an answer im gonna attempt to measure vertex distance in second life and see if the error is a percentage all across the mesh in wich case a script could auto rewrite the objs. This wont be an exact science tho EDIT: Well the java c ode works to some extent but now I'm even more curious how people have managed to rig fitted mesh pants up untill now. EDIT2: Scrapped the code the maths were getting way to difficult. When you export your shape as an obj, it doesnt export with heights, widths etc, only with the correct morphs. Wich means the obj you get do not look like what you see in SL. In the xml it shows the max values of all the bones with all the different sliders, for example hip width, when its maxed out 3 bones have been altered. mHip left and right, and mPelvis I belive. If I save out an obj of lower body with hip width set to 100, and one with hip width set as default, and time it with animating the bones according to the xml. They should be rigged properly, as in whatever mesh you are rigging following the bones deformation shud be exactly how it deforms in SL as you use your hip slider. However that doesnt seem to work either. What I need to figure out, is when you save out your obj with phoenix. Wich information is lost? Take hips for example. Is it the repositioning of the mHip bones? And what is the amount the hip bones have been moved?
  2. I solved it myself, and here is the solution! Under utilities -> channel info you can see all the mapping channels your object is having. I had split the boots in several parts where one part had 3 mapping channels for baking, when I then attached all parts to one object and started rigging etc those 3 channels were still there even tho the uvunwrap modifiers were gone. By using the channel info I had 1:map 2:map 3:map wich were the mapping channels, I then removed channel 2 and 3 and now the uvs work
  3. Hello, I created a pair of boots in 3ds max and applied a multi material of 8 ids, to 8 polygroups. In max if I check the uvs and select only element 1 for example the correct part is selected in the uvunwrap. And the rest is not selected. As should be! I then tried to export it to dae, fbx -> dae, with 2013.2 and 2013.3 plugins and coverters. In Second Life after uploading only the material ID 1 texture is applied properly the rest doesnt. If I tick textures on upload it shows the correct multi material colors on each part, and all "parts" can have textures applied to them. As a test I rendered each parts uv-cages as textures and applied them to the boots in SL, and only the material ID 1s uv cage is matching its uvs. Anyone got a suggestion as to what broke the uvs during export or in SL?
  4. Okay so I will completly edit this post: After trying all different exporters for 3ds max 2011, getting an exploding mesh, with polygons all over the place. Pelvis area at the head and left side to the right etc. I realised that when you export your model from 3ds max as a .DAE and open the file to add the bones, you need to keep the bones already there untouched and add the remaining bones after. Never realised this could have been it, fixed my issue ive been having the past 14 days. Finally!
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