Sanya Bilavio Posted March 19, 2012 Share Posted March 19, 2012 Hii, Im having troubles getting my rigged mesh hair to upload into second life. Rezzing its stretched, extremely tiny and sometimes has the avatar connected to it. When its worn its completely ruined, its attatched to the head (somewhat) but completely deformed. I have seen a few other threads with people having this problem and have made sure all of those things are done with my file. I tried combining the hair to be one object but it just turns everything to transformed groups if that makes sense and makes a poly surface of it. So i dont have the hair combined to one object right now. Even when i do it doesnt make much of a difference. I have all 26 bones, their named correctly.Smooth Bind has Removed Unused Influences unchecked. The scene is set to the z axisHoping someone has some idea whats going on with it, im using Maya 2010. This is how it looks in maya http://gyazo.com/9838f05db293b7422958efb16ca2addc.png?1332193604 This is how it looks when its rezzed, its stretched out and is on its sidehttp://gyazo.com/34a4fa31fa1334c4bd953c4985f0e07e.png?1332193709 This is how it looks when its worn :(http://gyazo.com/6af11f15824b69d1e23e9640d4ec7f40.png?1332194513 Link to comment Share on other sites More sharing options...
Cathy Foil Posted March 20, 2012 Share Posted March 20, 2012 Judging by the photos it looks like the vertices are weighted to the wrong bone. Check to make sure they are all weighted to the proper bones. I would also open your DAE file in a word processing program and check to make sure it says Z is up. I use Maya 8.0 and some of the plugins even if I have Z axis set to up it still exports as Y up and I have to edit it in Microsoft Word. Real easy I just change the Y to a Z and save it in its original format not TXT or DOC. I hope that helps. Link to comment Share on other sites More sharing options...
Sanya Bilavio Posted March 21, 2012 Author Share Posted March 21, 2012 Hii, thanks so much for responding. I checked my DAE file and it looked like i did have to change the up axis to Z, however it still didnt change anything. Im rather new to rigging so how do i know which bones the hair need to be weighted to, and how do i check to make sure? Thanks! Link to comment Share on other sites More sharing options...
Sanya Bilavio Posted March 21, 2012 Author Share Posted March 21, 2012 I just tried a different skeleton to see if it would help and it did a tad bit, its not nearly as deformed as it was before, but there is still some deformation. This is what it looks like in the preview http://gyazo.com/b0b6a54b7ce03ece7aa4101ff0145a9f Howevverrr, now when i try to calculate weights & fees in secondlife i get this error message http://gyazo.com/15963f269250485054db46ee6a6dd1c7 hope someone has an answer to this, im slowly dieing inside lol Link to comment Share on other sites More sharing options...
Cathy Foil Posted March 21, 2012 Share Posted March 21, 2012 I am using an older version of Maya 8.0 so some things might be different in your version but the basics like rigging usually don't change that much from version to version. Judging by the length of your hair mesh it looks like the top of the hair on the top of the head should be weighted to the joint named mSkull as you go down on the hairs vertices they should be weighted to the mHead, mNeck, mCollarLeft, mCollarRight. Those should be the basic bones your hair is weighted to. To tell what joint or bone your hair is skinned / weighted to put your mouse cursor over your hair mesh and hold down the right mouse button and select Vertex mode. Now can select individual or whole sections of vertices. To see which bone they are weighted to click the word "Window" at the top of your screen and select General Editors > Component Editor and then the Smooth Skins tab. Then you will see a list of vertex and the joints / bones they are each weighted to and how much to each joint / bone. Judging by the photo it looks like either the bottom vertices are weighted to the mElbowRight, mElbowLeft or mHipRight and mHipLeft. I hope that helps. Link to comment Share on other sites More sharing options...
suetabulous Yootz Posted March 24, 2012 Share Posted March 24, 2012 Hey Sanya! I dont use maya but from the sound of it it looks like weight problems that could be due to rotation of the skeleton not the object itself D: Am not entirely sure but in blender sometimes you have to rotate the skeleton 90 degrees on the z axis depending on which skeleton we're using. The collada exporter script in blender for SL has a rotate90degree button that I have to leave uncheck all the time. When i dont the mesh gets deformed in SL, even though it moves fine in blender. It looks like the same problem since the rig looks rotated 90degree to the left. hope this helpss.... Link to comment Share on other sites More sharing options...
Sanya Bilavio Posted March 26, 2012 Author Share Posted March 26, 2012 TSYM both of you <333 im going to try this right now and will post back with the results! Link to comment Share on other sites More sharing options...
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