Elfie Erin Posted November 23, 2017 Share Posted November 23, 2017 Hello! Lately I've been trying to learn how to make custom mesh avatars for SL, but I've run into a problem I can't seem to figure out on my own. As far as I know, it should be possible to do what I am trying to do, so hopefully someone can share some much needed knowledge about the subject. The issue I'm having is editing the SL armature to to fit my mesh, which possible, results in some weird bone deformation/offsets in SL on import. Judging from the picture i've attached, the problem seems to be the edited bones not storing rotation in world, where scale and position seems to function just fine. As a result of the bones not being rotated, it causes my avatars legs to spread out in a funny manner (which amusing, isn't very useful! ??) see second picture. Link to comment Share on other sites More sharing options...
arton Rotaru Posted November 23, 2017 Share Posted November 23, 2017 AFAIK, all joints need to be at default T-pose rotation before exporting. Medhues A-Pose to T-Pose video might help. 1 Link to comment Share on other sites More sharing options...
Elfie Erin Posted November 23, 2017 Author Share Posted November 23, 2017 (edited) 4 hours ago, arton Rotaru said: AFAIK, all joints need to be at default T-pose rotation before exporting. Medhues A-Pose to T-Pose video might help. That actually did the trick! Thank you very much. The problem was my bones were not aligned to the T-pose on export, and when I adjusted them, the problems went away! Edited November 23, 2017 by Elfie Erin Link to comment Share on other sites More sharing options...
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