Jump to content

Mesh Avatar - rescaling problem from Blender


You are about to reply to a thread that has been inactive for 3238 days.

Please take a moment to consider if this thread is worth bumping.

Recommended Posts

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:

Link to post
Share on other sites

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.

Link to post
Share on other sites

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 :)))

Link to post
Share on other sites

: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

Link to post
Share on other sites

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...

Link to post
Share on other sites
You are about to reply to a thread that has been inactive for 3238 days.

Please take a moment to consider if this thread is worth bumping.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...