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Rigging and uploading celshader object


MistressNocturne
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Hi, sorry if this question is dumb, but I've been trying to make a celshade layer for a head, and I'm having trouble with the rigging and uploading the object itself. The weights match the original head (I even redid the thing just to check), and it looks like it reacts with the bones correctly. But when it gets uploaded, it looks horribly deformed. Maybe I'm doing it wrong? Is it supposed to be its own seperate object before its uploaded or no?

EDIT: Should probably add that I am not using Avastar (I don't have the money for it at the moment). Would still like to know how to get this uploaded without it tho.

Edited by MistressNocturne
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Being its own separate object is fine.

What is the "original head" and where did it come from?

Have you applied location/rotation/scale to it?

Are you weighting to the "HEAD" or "NECK" bones? Those are Fitted Mesh bones, which deform your mesh unless you use a SL-friendly add-on or add custom properties to your bones. (Just two bones are easy enough to do by hand if you need to, and I can walk you through it if that's the case.)

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20 minutes ago, Quarrel Kukulcan said:

Being its own separate object is fine.

What is the "original head" and where did it come from?

Have you applied location/rotation/scale to it?

Are you weighting to the "HEAD" or "NECK" bones? Those are Fitted Mesh bones, which deform your mesh unless you use a SL-friendly add-on or add custom properties to your bones. (Just two bones are easy enough to do by hand if you need to, and I can walk you through it if that's the case.)

Using the Utilizator Chipmunk head, and the dummy rig available for it, I think I did weight to the the head and neck bones, but didn't think about location rotation scale. I just followed a tutorial on doing the cel outline (seen here: https://community.secondlife.com/forums/topic/415015-cell-shading-help/ ). If you could help that would be lovely.

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If you made the cel with the Solidify modifier, then I don't think you rescaled anything and applying scale won't be the issue.

The issue is that the dev kit you used was probably created for Avastar (I know some of Utilizator's meshes are), and that means it won't work right with plain Blender. Can you tell whether any of the original mesh vertices are weighted to the bone named "HEAD", or do they use the bone "mHead"?

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5 hours ago, Quarrel Kukulcan said:

If you made the cel with the Solidify modifier, then I don't think you rescaled anything and applying scale won't be the issue.

The issue is that the dev kit you used was probably created for Avastar (I know some of Utilizator's meshes are), and that means it won't work right with plain Blender. Can you tell whether any of the original mesh vertices are weighted to the bone named "HEAD", or do they use the bone "mHead"?

I don't see anything named HEAD or mHead, but I do see stuff labeled mear and mface. (EDIT: Took me a bit but I DID find the head bone but I don't think things are weighted to it, the original head works with it, but not the outline!)

Edited by MistressNocturne
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1 hour ago, Quarrel Kukulcan said:

Then I'm out of ideas. I tried making a cel outline with the solidify modifier like in the tutorial and it kept all the weights intact. I don't know why you can export the original head but not your modified one.

Yeah I figured out how to get all the weights in place, so both the outline and the head worked togehter, and when exporting them, it seems it just breaks the whole head and deforms it. Very odd..

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