ROMSEY Homewood 0 Posted May 28, 2012 Hello peeps!The problem seems to be when I go to upload window and check "include Skin Weights" the model then gets resized (in the preview window) to a basic avatar shape making the mesh stretched to a basic avatar height, therefore destroying the joint positions..Am I missing something in Blender before "Making Real"?The Mesh works OK when worn but the joints are not in the right place i.e.. Using my normal avatar joints. It is like the limbs have been moved out of position....Hope you can help! :catvery-happy: Quote Share this post Link to post Share on other sites
Ashasekayi Ra 106 Posted May 28, 2012 Did you click the "joint" checkbox beneath "Include Skin Weights"? Also, to see the joints in the preview window, you need to check skin weights and joints beneath that window, 1 Quote Share this post Link to post Share on other sites
ROMSEY Homewood 0 Posted May 28, 2012 Ty for the quick reply... I have checked both skin & joint boxes...it is when i check skin weights that the actual model in the preview pane changes, so I am thinking I am missing a step in Blender...Not a lot of tutorials to get guide lines from. Quote Share this post Link to post Share on other sites
Gaia Clary 430 Posted May 28, 2012 Maybe its your scales ? if they are not 1.0 in all axes, then try Object -> Apply Scale on your mesh object(s) before exporting. 1 Quote Share this post Link to post Share on other sites
ROMSEY Homewood 0 Posted May 28, 2012 Hello Gaia! Thx for the info, i have tried object > apply scale etc to no avail. I have tried all the options possible but still get the "stretching" of the mesh as if it was trying to fit a normal avatar... oh and thx for your gr8 vids on machinamatrix )) Quote Share this post Link to post Share on other sites
Ivanova Shostakovich 3,843 Posted May 29, 2012 Did you scale the skeleton with your avatar mesh and apply the scale to object data? Look at me, all techy talky after watching some videos. 1 Quote Share this post Link to post Share on other sites
ROMSEY Homewood 0 Posted May 29, 2012 :smileylol: Yes its all getting a bit techy...i have scaled my mesh with the skeleton...but. i have adjusted the joint positions on the skeleton slightly to fit my mesh (centre is still 0,0,0,) is it possible to move these joints without causing these glitches? examples below: https://docs.google.com/file/d/0B3EMKxx5ARWEZWFtcThiMDRQaHc/edit https://docs.google.com/file/d/0B3EMKxx5ARWEVm1rOGh5SGZRM00/edit Quote Share this post Link to post Share on other sites
Gaia Clary 430 Posted May 29, 2012 I noticed that the SL Importer from Second Life 3.3.2 (257717) seems to not take joints into account in the preview window. That leads to the distortions as you report. But so far all my meshes worked for me as expected after import. If you still get problems with wrong located joints, then maybe you could publish the blend file somewhere, so we could take a look into it. That is in most cases MUCH faster than guessing Also it may be interesting to take a look at the .dae file Maybe the data is correct, but the SL Importer expects it in a different way... Quote Share this post Link to post Share on other sites
ROMSEY Homewood 0 Posted May 29, 2012 I will publish as soon as i get home tonight in about 7 hours and thank you all for your help :smileylol: Quote Share this post Link to post Share on other sites
Amphei Jierdon 4 Posted May 29, 2012 Gaia Clary wrote: Maybe its your scales ? Wouldn't it be cool, if the Collada-exporter would apply scale and rotation automatically? 1 Quote Share this post Link to post Share on other sites
ROMSEY Homewood 0 Posted May 29, 2012 :womanfrustrated: So many things to remember....then instantly forget! I'll post the Blender file as soon as possible so u can have a go at the export. Quote Share this post Link to post Share on other sites
ROMSEY Homewood 0 Posted May 29, 2012 .blend file plus the .dae export file:- https://drive.google.com/?tab=mo&authuser=0#folders/0B3EMKxx5ARWEQzY0VlRXSFp6QVU Forgot to add that the mesh has been parented to the skeleton and "made real". Scroll out for the pre subsurf and pre joined mesh model in the top left. Quote Share this post Link to post Share on other sites
Ashasekayi Ra 106 Posted May 29, 2012 I don't see a file there. Quote Share this post Link to post Share on other sites
ROMSEY Homewood 0 Posted May 29, 2012 Sorry, please try now i have made it public :catembarrassed: Quote Share this post Link to post Share on other sites
Gaia Clary 430 Posted May 29, 2012 Well, i get a welcome message from google. And the offer to join the service. You also could post your blend file to http://pasteall.org/blend ... Quote Share this post Link to post Share on other sites
ROMSEY Homewood 0 Posted May 29, 2012 posted the .blend file "SPONGEBOB_PATRICK" at PasteAll.org Quote Share this post Link to post Share on other sites
Gaia Clary 430 Posted May 29, 2012 and the link is ? Quote Share this post Link to post Share on other sites
ROMSEY Homewood 0 Posted May 29, 2012 :catsad: File will not upload to PasteAll.org...after 15 minutes. There does not seem to be many totally free, without sign-up, file sharing websites...i guess i will have to try and fix it myself. Thank you for your precious time. Quote Share this post Link to post Share on other sites
Gaia Clary 430 Posted May 29, 2012 you can send the file to my email account gaia.clary@machinimatrix.org if you like. Quote Share this post Link to post Share on other sites