jordangallagher Posted July 20, 2018 Share Posted July 20, 2018 Hello .. Good evening! Please, I'm one day with a problem I can not solve. I have the beauty kit, and I make a shirt, I make the equipment. But then to the body within this second life, the clothing is away from the body. Can anyone help me with this? please! Link to comment Share on other sites More sharing options...
OptimoMaximo Posted July 24, 2018 Share Posted July 24, 2018 On 21/7/2018 at 1:06 AM, jordangallagher said: I have the beauty kit, and I make a shirt, I make the equipment. But then to the body within this second life, the clothing is away from the body. Can anyone help me with this? Belleza Jake, i assume. I have that devkit for Maya, which is the original application it was made in/for. Now, i presume that your devkit was an fbx applied in Blender/Avastar. The problem is that the shapes in SL derive from scaling the joints, and the collision volume bones work on scale and position. Which is a behavior inherited from how Maya handles rigs. However, i found that the Belleza Jake model does NOT provide actual male skeleton joint scaling on its limbs (which should vary between 1.15 to 1.34, while they clearly show a scale of 1 on all axis like the female neutral shape) and that a few collision volume bones have a scale set to none of the actual shape sliders value (they are scaled smaller in one axis than any possible shape combination you can attempt by using the shape sliders). I suppose this was done intentionally, to protect the mesh body from re-sale. But it makes things a lot harder to develop clothing. If you're using Blender, there's no fix for this since it's bindpose unaware. It's a matter of trial and error on the Beta Grid until things match up in world I fixed the thing in Maya (and presumably the same method would work in 3DSMax or any other software that handles bindposes) by manually adjusting Mayastar's skeleton as a male skeleton with limbs scaled back to female neutral shape and copying the collision volume bones scale values from the original devkit onto Mayastar's rig and then attaching Jake's body back to this latter. A lot of insane work to have the shape sliders work in Mayastar to test things out. I could have used the original Maya file but i would have lost the shape sliders test benefits. 1 Link to comment Share on other sites More sharing options...
jordangallagher Posted July 25, 2018 Author Share Posted July 25, 2018 Hello OptimoMaximo. I use blender. I think I got it right. And I will understand that there is no repair. Looks like the guys have got riled jake body clothes using dev kit signature, and by the way it worked. Do you know this information? Thanks for your attention. Link to comment Share on other sites More sharing options...
Lara Aulder Posted August 13, 2018 Share Posted August 13, 2018 Try to use your own shape in Developer > Avatar > Character Tests > Appearance to XML (save and import to blender) Or maybe you're rigging in "BONES". I always rig in "Meshes" option. Try to rigg in "MESHES". (or maybe "avastar", never tried tho) Link to comment Share on other sites More sharing options...
imacrabpinch Posted August 25, 2018 Share Posted August 25, 2018 (edited) Sometimes I get that problem too, and I have to open the file up in blender 2.72 for it to work right. Also, play around with the "convert to bind pose" feature of avastar. Edited August 25, 2018 by imacrabpinch Link to comment Share on other sites More sharing options...
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