PointlessName Posted May 26, 2018 Share Posted May 26, 2018 (edited) I'll make this quick so you don't have to read all day. Got a custom avatar, it contains many different meshes. When trying to rig with "original collision bones" (http://wiki.secondlife.com/wiki/Mesh/Rigging_Fitted_Mesh) the model doesn't work at all. I've tried overlapping a default model ontop of mine and rigging off of it, just ends up becoming a hot mess, even after fixing the weight, and uploading it, the model is just broken sideways and deformed, besides it not looking like that in any render of blender. So what do I do. I've tried looking everywhere. all I can find on the forums and youtube videos for rigging basic cloths, for default shaped avatars, or rigging models that also use the default shape, or very close to it. My avatar is small and bulky with a lot of grouped mesh. So what do I do? How do I do it, and is it better off just rigging the mesh alone, or the whole model. I've done rigging in other programs, but SL is strict. Edited May 26, 2018 by PointlessName Link to comment Share on other sites More sharing options...
Kyrah Abattoir Posted May 27, 2018 Share Posted May 27, 2018 Avastar or stock blender dae exporter? Also why did you blot out the parent object name? Link to comment Share on other sites More sharing options...
PointlessName Posted May 27, 2018 Author Share Posted May 27, 2018 (edited) 42 minutes ago, Kyrah Abattoir said: Avastar or stock blender dae exporter? Also why did you blot out the parent object name? avastar. Cause its named after me. This is the outcome of trying to follow this (https://www.youtube(((DOT)))com/watch?v=0Mh7Yxbbp_4) and this (https://www.youtube(((DOT)))com/watch?v=enjFJcn45wY) Also that and I normally either get the error "Material of Model is not a subset of reference material" or "heat weighting: failed to find solution for one or more bones" Mind you this is a Maya FBX export and I had done the fixes in this thead (https://community.secondlife(((DOT)))com/forums/topic/420730-from-maya-to-blender/?tab=comments#comment-1737756) (Not sure if theres a way to link websites without overflowing) I've tried the model combined into one mesh, or separated into 100's I just about given up all hope. Edited May 27, 2018 by PointlessName Link to comment Share on other sites More sharing options...
Kyrah Abattoir Posted May 27, 2018 Share Posted May 27, 2018 Unfortunately I work directly in blender so i know nothing of what is required from Maya. Sorry. Link to comment Share on other sites More sharing options...
PointlessName Posted May 28, 2018 Author Share Posted May 28, 2018 Proof that nothings wrong with the model. works fine in unity and mixamo. Just don't know the formula for SL Link to comment Share on other sites More sharing options...
PointlessName Posted May 30, 2018 Author Share Posted May 30, 2018 I was exporting as standard DAE file, after exporting to the avastar export, all my problems were fixed. Figures it would be something as simple as that. Link to comment Share on other sites More sharing options...
OptimoMaximo Posted May 30, 2018 Share Posted May 30, 2018 It looks like you have some Empty object in your character's skeleton hierarchy? This might have been included in the bind pose and, obviously, not recognized by SL, resulting in "heat weighting: failed to find solution for one or more bones". Moreover, SL wants the avatar facing the +X axis: Avastar handles most of that for you but the stock Collada exporter doesn't, therefore supplying a rotated avatar misplaces all joints inworld when the uploader isn't complaining about the heatmap solution. Link to comment Share on other sites More sharing options...
Rah Rehula Posted June 11, 2019 Share Posted June 11, 2019 Hello Newbie. I am having this same issue. Would love a video o your process. Link to comment Share on other sites More sharing options...
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