FagDragMusic Posted June 30, 2020 Share Posted June 30, 2020 (edited) I'm making my second avatar and for this one I decided to implement the bones for the appearance sliders, so that people can customize it more. I'm not using Avastar, since I don't have the funds for it atm and I want to understand what happens "under the hood". Especially with how odd SL can be sometimes haha and I'm making everything in Blender 2.8.I've managed to get the collision bones to work properly, but I've been having a very weird issue with the appearance sliders since the beginning.Let me illustrate, see the attached screenshots for reference: When first opening the appearance editor and moving the sliders the mesh changes as expected. In this example I slide the belly size all the way up and the belly grows as it should. However when I click 'save' and exit the editor the mesh resets to normal and when I open the appearance editor again (or use the collision visual debug) I see that the slider and the bone are still in maximum position. So the change does get saved, but somehow the mesh resets. BUT it gets more interesting: When I then slide the belly size back to zero, the bone moves back to that position too but... it actually transforms the mesh along with it as if the mesh was unchanged, thus causing this essentially inverted effect. When I re-wear the mesh while the belly slider is still set to max, I get the same inversion effect. It's almost as if the mesh is re-worn every time I exit the editor. This issue is with all the collision bones. The normal bones (mBones) seem to work fine without issues. So the bones and sliders seem fine, the issue seems to be with the mesh but I have no clue what it could be. The collision bones in my rig are ones copied from the SL wiki template (Skeleton.Female.blend). I did this so I could copy over all the custom parameters Blender bones need to work with SL, since the armatures were originally made in Maya and that program works with joints instead of bones. I also selected "keep bind info" in the exporter for things to work proper. Since I copied over the bones from that template I also exported the template and tested it in SL, to check if maybe that had wrong data. No issues though with that mesh. Anyone got a clue what the issue could be here? Edited June 30, 2020 by FagDragMusic missing tags Link to comment Share on other sites More sharing options...
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