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Need some help with joint offsets


Psistorm Voxel
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I'm recently working on riggin an avatar head, and I have all the weights the way I want them, even got a rigged jaw going, with some help from the forums. Now there is one last problem, namely joint offsets. When I import the dragon, the eyes are pushed forward. Since I have to import joint positions, this means SL decides to import ALL joint positions, not just the one I edited. And even though I am working off the default fitted mesh skeleton provided by LL, it seems that the eye positions are slightly offset or something.

The question is this - using 3dsmax btw: is there a way to import only the mSkull offset and ignore other joint positions? Or what would be the most elegant solution to avoid the eyes moving about? I was thinking of simply moving them back enough to compensate, since they seem too far forward for whats normal

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