Erik Hugo Posted September 25, 2018 Share Posted September 25, 2018 I have been working with Blender for mesh clothes creation for a year now, and have found my way around most problems I encountered so far. Most dev-kits have their own little quirks and once you know about them you can solve the problems they cause. One problem I have not gotten out of the way is rigging for Bento hands. Especially Maitreya and even more so: Belleza. Belleza's dev-kit bento hands can be imported and avastar can convert the rig, but does not provide the bones for the hands. Rigging to a standard avastar 2 skeleton really gives horrible results (deformed hands and fingers). The cause is most probably altered bones... Does anyone know how to properly set up the Belleza bento hands (or cheeky question: has a blend-file with a properly set-up set of belleza (bodies and) hands) in Blender + Avastar 2. Editing the skeleton bones for the hands seems like a world of pain on it's own... Link to comment Share on other sites More sharing options...
Erik Hugo Posted September 28, 2018 Author Share Posted September 28, 2018 Alright... My goal was/is make a pack of elbow size and full size gloves and fingerless gloves for Maitreya / Belleza / Slink and Tonic. I've checked numerous fingerless gloves for bento hands on the MP and cannot find anyone who provides a pair for Belleza fingerless gloves. I guess I'll rig the Belleza normal gloves using Slink hands and I won't provide fingerless gloves for Belleza. If you are reading this @Belleza folks... I think the hands on the Belleza bodies look good, however... the Belleza bento hands-dev-kit seems to be 'problematic'. If I am wrong please do tell (and let me know how to tackle this problem). So far no-one I know has been able to do so... Link to comment Share on other sites More sharing options...
Fionalein Posted September 28, 2018 Share Posted September 28, 2018 (edited) You might be right about the non-standard-skeleton: see this old thread: Apparently it is easier to get devkits for something as weird and rare as bento kitten paws as for a mainstream mesh body's hands Edited September 28, 2018 by Fionalein 1 Link to comment Share on other sites More sharing options...
Erik Hugo Posted September 28, 2018 Author Share Posted September 28, 2018 Thanks for your heads up... even while the news wasn't that good Dev-kits and support from, for example, Tonic are way, way better then of the big three... I therefore really enjoy working with Tonic. Only problem with all new bodies is... which bodies to support, with all the new meshes it's kind of like the same situation as back in the day when all the brands had their own texture appliers... and I don't see a new mesh clothing Omega system on the horizon. I could make fingerless gloves using slink hands on one side and fit them on the Belleza arms on the other side. or just go with the previous plan: No fingerless gloves for Belleza users. Link to comment Share on other sites More sharing options...
Fionalein Posted September 28, 2018 Share Posted September 28, 2018 57 minutes ago, Erik Hugo said: I could make fingerless gloves using slink hands on one side and fit them on the Belleza arms on the other side. or just go with the previous plan: No fingerless gloves for Belleza users. Actually i dawned to me there might be yet another reason you might find no fingerless glove templates. Bellezza was late to the party. I mean freakin LATE. At that time everyone had Vista, Tuty, Maitreya or Slink hands... and at the time of that thread I even already stopped using any of those and moved on to Catseye bento paws... And thanks for supporting the Tonics, ... those bodies deserves more attention. Btw, congrats on your fitmesh debut. Not bad for a first collection. Link to comment Share on other sites More sharing options...
Sari6t Posted December 11, 2018 Share Posted December 11, 2018 hi Erik im in the exact same spot with finger gloves for maitreya. I can rig them but they come out deformed. Did you solve the mystery? Link to comment Share on other sites More sharing options...
HugosDesignLatex Posted September 7, 2019 Share Posted September 7, 2019 On 12/11/2018 at 2:11 AM, Sari6t said: hi Erik im in the exact same spot with finger gloves for maitreya. I can rig them but they come out deformed. Did you solve the mystery? Sari6t > so sorry, I did not see your reply... And no all this time (admitted, I have been gone for work for months and had no time to work on this) the solution has not presented itself. I've talked to a couple of ppl in SL and it usually gets down to: use Maya... Unless you came across the solution somewhere this year... Link to comment Share on other sites More sharing options...
Alidia Loire Posted September 11, 2019 Share Posted September 11, 2019 I had also my fights with the Belleza Bento hand dev kit. But finally I made it happen that my uploaded nails are rigged to the original belleza armature, in correct position & at correct size used Blender 2.79 - Avastar installed - but not used this time call the import Collada option and search for the dev kit dae file Before clicking Import take a look at the left side down in the tab I used this settings (idea from https://avastar.machinimatrix.org/279/fragment/devkit-import-belleza/ ) Armature Option Fix Leaf Bones - checked Find Bone Chains - checked Auto Correct - UNchecked Keep Bind Info - UNchecked -> import I leave the import as it is (rotated/scaled) I made my nails fit to the hands apply rotation/Scale/Location of nails so that in the Transform Tab the scale were set to 1 in object mode I scale my nails now up to 100 -> edit mode shift +c to make sure 3d cursor is centered a to select all - Pivot Center for Rotate/Scaling set to 3d cursor s to scale it back to down to 0.01 Now my nails have the same size as before but when I now check the scale in object mode (transform tab) it is now 100 -> select nails + shift +select armature -> ctrl P - with empty groups (binds the nails to the armature) -> select hand -> put it into Weight Paint Mode -> +shift + select nails -> also Weight paint mode -> Tools -> Transfer Weights (from active to selected) Now the nails have also the skin weights from the belleza bento hand mesh Export Collada [ Default ] Operation Preset set to sl/open Sim Rigged additional setting there - Keep Bind Info UNchecked Upload to sl (used Firestorm) include Skin weights - checked DO NOT include joint position ignored the small yellow warning "bind shape matrix is not in standard X-forward orientation" Upload - and the fit perfectly ^^ Maybe this helps to get your fingerless gloves for belleza working And no I'm not an expert this is just the way what worked for me after endless experiments ^^ 1 Link to comment Share on other sites More sharing options...
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