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Dexter Chaffe

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  1. Considering how odd SL is altogether I wouldn't be surprised if a more complicated add-on would produce better results, haha. Still, how in the Linden almighty would flared sleeves clip through the forearms is beyond me. It's like the forearms themselves don't want to be covered.
  2. I.. believe I've seen that bit of detail on one of the Avastar guides or over on here in the very SL forums. I'll give that a try and see what turns up! UPDATE: I tested the shirt on a brand new shape and it works!... sorta. It's clipping at the forearms right now so I'm trying to figure out what may be causing that considering I gave the sleeves a lot of leg room.
  3. The Ruth in question is the test female avatar loaded by the client when you go on Develop > Avatar > Character Tests > Test Female. I was told this is the exact same shape used by Avastar's default.
  4. Thank you for all the responses everyone! I've been busy at a games event all day so I couldn't get to replies as soon as I'd have liked to. When I set Ruth on T-pose in SL (I use the latest Firestorm) most of the clipping occurs at the upper back, tricep area of each arm and the love handles. Oddly enough the exact same avatar shape exported from Blender (as a solitary mesh rather than worn) with the shirt fitted on directly the shirt had absolutely no problems. My Avastar version appears to be 1.1.2 on my Blender 2.70a, so I'm not entirely sure all the latest updates would fix issues pertaining to the base female avatar clipping in-world when wearing the shirt, while that same shirt is absolutely fine when put on a mannequin of the exact same shape as well as Blender and in-preview before uploading the mesh. I do hope to get this resolved, as I've had dozens of ideas to experiment at making base clothing in SL obsolete for years now. Thank you all again for the assistance, hope to hear more from you again soon!
  5. I did use Avastar to facilitate the weighting process for fitted mesh actually. However as I've vaguely explained (sorry!) in the main post when I put the shirt on while using the Ruth shape myself the clipping areas were still apparent. Putting the shirt on a Ruth mesh dummy in a sandbox has the shirt fit perfectly, so in terms of upload that should have worked fine. My primary suspicion at this point is that I've missed some details on the rig itself, or Second Life is totally messing with me.
  6. I'm a veteran 3D artist who has decided to give a go at making my own clothes in Second Life. Everything seemed fine with a sample open shirt I've made and made sure to adjust it so no clipping occurs (as to avoid forcing alphas on people wearing it) like so: The Shirt in Blender Then I tried to upload the shirt in Second Life and right off the bat the shirt was clipping on my friend's avatar. So to double check I made a copy of the .dae with the sample avatar provided by Avastar based upon LL's fitted mesh provided, seen in the preview as looking "fine". When I uploaded that on its own however and wore the shirt the problem persisted. Houston, we have problems Include joints is NOT ticked in and there are no weight issues happening on the Blender side as far as I know, seeing the preview shows the shirt being perfect. What am I doing wrong?
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