Sunbleached Posted September 1, 2017 Share Posted September 1, 2017 (edited) Hello! Recently for the first time tried to make a mesh clothes in Blender. But why when I wear it on my avatar the shape is deformed? Thanks for any help! Edited September 1, 2017 by Sunbleached Link to comment Share on other sites More sharing options...
1 Lindal Kidd Posted December 8, 2017 Share Posted December 8, 2017 Your bones are the wrong weights, or you are using the wrong bones. 1 Link to comment Share on other sites More sharing options...
0 Rolig Loon Posted September 1, 2017 Share Posted September 1, 2017 Duplicate post. Original is at Please do not post the same question in more than one place. That makes it hard for us to see what other people may have already said in response. Link to comment Share on other sites More sharing options...
0 Monti Messmer Posted September 2, 2017 Share Posted September 2, 2017 @Rolig Loon Sorry, we can't show this content because you do not have permission to see it. A picture ? i only see a sad smiley and this text. Monti Link to comment Share on other sites More sharing options...
0 Rolig Loon Posted September 2, 2017 Share Posted September 2, 2017 That's apparently what shows when the link no longer exists. Link to comment Share on other sites More sharing options...
0 Sunbleached Posted September 8, 2017 Author Share Posted September 8, 2017 (edited) On Saturday, September 02, 2017 at 4:56 PM, Rolig Loon said: That's apparently what shows when the link no longer exists. because some ***** b i t c h flagged my question. Edited September 8, 2017 by Sunbleached Link to comment Share on other sites More sharing options...
0 Nalates Urriah Posted September 13, 2017 Share Posted September 13, 2017 There is a load of gotchas going from plain Blender into SL. Which bones you rig to defines how shape sliders deform the mesh. There is a lot to consider and you aren't giving us much to go on. Go over to Machinimatrix.org and watch their tutorials. On YouTube find Medhue's channel and watch his tutorials. 1 Link to comment Share on other sites More sharing options...
0 nataliarecos Posted December 8, 2017 Share Posted December 8, 2017 Hello! I'm having the same issues. Did someone alredy solved it? That's what happens when i try to upload a mesh cloth: Link to comment Share on other sites More sharing options...
0 nataliarecos Posted December 9, 2017 Share Posted December 9, 2017 (edited) 2 hours ago, Lindal Kidd said: Your bones are the wrong weights, or you are using the wrong bones. Thank you! I have to say that i'm a new designer. I've tried to use the Ebody Curvy dev kit and the SL avatar as well, that i donwloaded on SL wiki. The result was the same. I'm using Blender 2.79 and did i saw a lot of Youtube tutorials. Do you have some suggestion about a rigging tutorial that can help me with this problem? Again, thank you for answer. EDIT: You helped me a lot! I was rigging in a wrong way. Thank you! Edited December 9, 2017 by nataliarecos solved Link to comment Share on other sites More sharing options...
0 Nalates Urriah Posted December 11, 2017 Share Posted December 11, 2017 On 12/8/2017 at 5:25 PM, nataliarecos said: I have to say that i'm a new designer. I've tried to use the Ebody Curvy dev kit and the SL avatar as well, that i donwloaded on SL wiki. The result was the same. I'm using Blender 2.79 and did i saw a lot of Youtube tutorials. Do you have some suggestion about a rigging tutorial that can help me with this problem? I don't use just Blender because of the various gotchas going from Blender to SL. I used to. But, it became too tedious. Doing bare Blender you have to have the SL Bento Skeleton (armature). You can get that from the SL Wiki, see Bento. http://wiki.secondlife.com/wiki/Project_Bento_Testing There are rotation and scale mismatches between Blender and SL. The X axis direction in Blender is different than in SL. Sorting out which bones do which and what gets weighted to what is way complicated. So, most of us use a starting point model previously weighted; the SL avatar, or a dev kit from a mesh body maker. We copy weights from those models to our model. Then we tweak from there. AvaStar is designed to make this work flow easy. I just updated my Blender-AvaStar setup to use the Slink Physique body. The weights transfer from the Slink model to mine is way easy, click, click, done. Simple things require little to no twerking... er.. tweaking. I just did a set of mesh pasties that work with breast settings 0 to 100 without have to adjust anything. I can click a vertex of the Slink body while in weight-paint mode and see which bones the body maker is using for their weighting. In AvaStar they have control to show/hide bones so I don't have to sort out which bones to weight to. Everything I do with AvaStar you can do with plain Blender. There is just a lot of learning without AvaStar. Examples https://blog.machinimatrix.org/avastar/reference/weighting-with-blender/ Link to comment Share on other sites More sharing options...
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Sunbleached
Hello! Recently for the first time tried to make a mesh clothes in Blender. But why when I wear it on my avatar the shape is deformed? Thanks for any help!
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