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Rigged avatar Mesh uploading - oversized.


Smoke Sharple
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Ok, this is it, i'm pissed too much to keep trying to do it myself. 

Basically what happeened - after finnaly getting fammiliar with SLAV skeleton and rigging i rigged av (3ds max) and than uploaded it, including mesh joints and skin weights as well. 

Results are poor.

Here is mesh not attached to avatar

https://dl.dropbox.com/u/9288177/screens/Snapshot_005.png

And here it is attached, deforming avatar shape and streching it like this. 

https://dl.dropbox.com/u/9288177/screens/Snapshot_006.png

And if i'm not including joint positions, when attached it looks like this

https://dl.dropbox.com/u/9288177/screens/Snapshot_007.png

Can somebody tell me what the hell is going on with import, and why in any other software mesh and joints are not deformed through their ass, but only in SL after import. 

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You can fix this without having to redo the skinning. In the Advanced rollout on the skin modifier save your weights. Use SLAV to create a new rig with a scale of 1. select the pelvis of your old rig and align it to the pivot point of the new rig's pelvis, then use uniform scale to scale the whole thing down to match the new one so that you can get your mesh sized and positioned the same relative to the new rig. Use snapshot to copy your mesh then delete the old rig and mesh. Assign skin to the snapshot, assign the bones of the new rig, then load your skin weights from the file you saved. You should be fine after that.

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