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Jack Francois

Maya Joint Offsets not uploading for non-human avatar

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Anyone able to make this work? Assuming everything with my model and skeleton are right, is there something special you need to do get SL to recognize different joint positions when exporting from Maya?  It always just bunches the rig up into the standard avatar pose.

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You just need to make sure that all of the joints have froze transforms in the non human shape, then bind the avatar. Nothing else is required. Upon upload you have to turn on Use joint offset int he uploader of course. The preview runs a human skeleton animation, so the preview orientation of some body parts might be odd looking, but with its own set of animations, it works as it's supposed to.

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I dont think you can freeze transforms on joints.  My rotations are all set to zero though, and scale is 1 on each joint.  Basically, I just move the joints to where I want them, rig, export, and when i upload, include skin weights and joint positions, but it still shows as the standard skeleton, and playing an animation just results in a mess.  It's helpful to know at least it can be done from Maya, just not sure where I am going wrong yet.

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Rotation and scale can be frozen, but if they both show correctly, there really shouldn't be anything to keep it from working

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