Summer Renobaum Posted August 5, 2011 Share Posted August 5, 2011 Questions:1) is 1m in 3ds-Max the same as 1m in SL2) is there a video tut anywhere of rigging? Link to comment Share on other sites More sharing options...
Chelsea Malibu Posted August 5, 2011 Share Posted August 5, 2011 The dimension are not 1:1 between SL and 3DSMax as they are only relative to the space within that application but not mutually. You really don't rig in SL as the avatars are already rigged and you cannot alter that other than adjusting the sliders on the avatar tool. Link to comment Share on other sites More sharing options...
Summer Renobaum Posted August 5, 2011 Author Share Posted August 5, 2011 Ok so how do you connect a custon mech avi with the skeleton of the mesh bones structure? Link to comment Share on other sites More sharing options...
DanielRavenNest Noe Posted August 5, 2011 Share Posted August 5, 2011 Please see the Wiki about 3ds Max mesh for how to set up the Units in Max. Metric meters or cm works fine on my items. To do a rigged model, you need to import a set of bones that is identical to the SL avatar one (same names and hierarchy). You can get a Max plugin that loads one ready made from Wiz Daxter The basic version is free, and one with more features is on the SL marketplace. You can delete the avatar model that comes with that plugin, you just need the bones. Make sure the bone set is about 1.8 meters tall in Max, so it comes out the right size in SL. Once you have your new model geometry and UV mapping done, it needs to be positioned relative to the bones which are in the T pose (arms out), then go to the Modify tab > Skin modifier and apply that to your model. In the Parameters rollout, click the [Add] button, and add all the avatar bones. Now you need to apply vertex weights to your model for the nearest bones so it will follow them. This is moderately complicated, so I suggest finding a general 3ds Max tutorial for whatever version you have for that. Save your Max file, then use Save As > Export > Autodesk Collada. If you are using Max 2012 there may be an issue about the Collada format the 2012 FBX exporter uses. In that case, export to FBX with the 2011 option set, then use the 2011 FBX Converter to change it to DAE file. Link to comment Share on other sites More sharing options...
StoneDwarf Posted August 6, 2011 Share Posted August 6, 2011 Not sure where or by who, but there is an excellent, step by step, tutorial here on the mesh forum, somewhere, Link to comment Share on other sites More sharing options...
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