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Karla Marama

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  1. I purchased Avastar and, I noticed the difference right away. It's a LOT easier and so far feels well worth the $. I'm noticing now that rigging is completely different. It basically does everything for you and when you go to export your mesh, you don't have to include the avatar bones, it does it all for you. Now I have a problem where after Bone Weight copying, and I go to upload my boned mesh into second life, the "Skin Weights" is greyed out. I've made rigged mesh before, and so I've had that option work for me in the past with the bone weight copying script in Blender 2.5.. but now that I'm upgraded to 2.68 everything is so new and I'm not sure how to get skin weights to pop out as an option. Any ideas on how this is done? (I'm gonna post a forum topic on this as well!) Thank you so much for your time.
  2. Ooh I see. I'll try this! AND! I was wondering about Avastar, how much better it could be, or if it was worth it so thank you!
  3. Okay SO! It's been almost a year of improvising mesh hair. I've had a couple very nice people who went out of their way to help me. But the majority of people I asked (hair designers in sl) never seem to care to help. I know if I had it down and someone asked me, I wouldn't mind helping at all! ( SO, if I ever figure it out and anyone needs help I WILL HELP because I know what it's like. ) I figured out a few things that I was doing wrong. Instead of using high poly Uv spheres for each hair strand, I've now learned how to box model, and use planes instead. (Less polys, easier to weight paint) I was having trouble with weight painting my hair smoothly moving to the SL bones without being all funky. I just finished a style made of a cube (Box modeled). I went to upload it into sl and noticed, it's a bit to the left, where as in blender it isn't! <-- Thisis how it uploads. And that is it in blender. I tried CTRL + A to set the location,rotation, and scaling all to 0, but it didn't seem to help. Any ideas of what may be causing this? tysm!
  4. Ooh.. That sounds neat. It'll be so amazing if someday mesh'll become flexi *o*
  5. Thank you so much for this tutorial. I've been looking all over for something like it. Gonna give it a try (:!
  6. For some reason, even with z transparency checked.. it still refuses to render as transparent for me. I'm thinking maybe I'm doing something wrong but I have no idea what. There is one lady who offers classes. I paid her for one session since I only had a couple questions and didnt really need her full service since I basically improvised it all. She charged $30 an hour. I was so desperate that I paid for an hour and she actually ended up crashing so many times and that counted towards my hour.... It was a mess. I haven't really heard about any decent classes either. It would be really nice to get this down because I've been improvising for about 8 months. >.< Ty so much for your time.
  7. WOW! I never thought of that!!!!!!!! That makes so much sense. It has been rocket science to me that people have mesh hairs with wisps + a base texture but I think this is definitely a good idea. Gonna try it and see how it goes! <3 tysm.
  8. Hi! So, I've recently posted a question reguarding the creation of mesh hair and had a huge problem with weight painting. I've figured that out for the most part and now comes the other thing holding me back from fully having it all down. When I create my mesh style it comes out as one prim, like most or all mesh. So, since I texture it in SL, via texture drop over the mesh rezzed out on the ground, how do I texture it with two different textures? The base texture, and wisps? I know that UV mapping in my 3d editor program can achieve this, and I use Blender 2.63. I know how to add a solid texture to my hair in the program but whenever I attempt to add a transparent wisp texture for flyaways, it just refuses to go transparent. The background of it will either be white or black with rainbow type particles around it. I really don't understand why it's happening. I really didn't want to pay for classes on this since I've come so far on my own improvising, it's just this one things that I don't entirely understand. If anyone has any ideas of what my problem might be, I'd really appreciate any help. HairFair is in 2 months! So, I'm really hoping to figure this last step out. Here's a photo that may be helpful. Thank you in advance. **Only uploaded images may be used in postings**://secondlife.i.lithium.com/i/smilies/16x16_smiley-happy.gif" border="0" alt=":smileyhappy:" title="Smiley Happy" />
  9. Hi! So, I've recently posted a question reguarding the creation of mesh hair and had a huge problem with weight painting. I've figured that out for the most part and now comes the other thing holding me back from fully having it all down. When I create my mesh style it comes out as one prim, like most or all mesh. So, since I texture it in SL, via texture drop over the mesh rezzed out on the ground, how do I texture it with two different textures? The base texture, and wisps? I know that UV mapping in my 3d editor program can achieve this, and I use Blender 2.63. I know how to add a solid texture to my hair in the program but whenever I attempt to add a transparent wisp texture for flyaways, it just refuses to go transparent. The background of it will either be white or black with rainbow type particles around it. I really don't understand why it's happening. I really didn't want to pay for classes on this since I've come so far on my own improvising, it's just this one things that I don't entirely understand. If anyone has any ideas of what my problem might be, I'd really appreciate any help. HairFair is in 2 months! So, I'm really hoping to figure this last step out. Here's a photo that may be helpful. Thank you in advance. :)
  10. I love you. LOL I wasn't selecting a single bone before weighting... I did have them all selected. I get it now. Ty so so so much. -Update- k so I get it.. you just highlighted the bone to give me an idea of where to paint the weights.. you don't acutally need it selected. Got it. Thank you.
  11. ty! I hope I can get it to work! Still tryinngggggg!!!!!!!!!!
  12. That makes so much sense. Thank you soooo much for your time! I'm gonna try this now <3 And yes.. a straight bone copy weight.. not sure any other way of doing it.
  13. Hi! I've been creating hair in SL for a while now. And now that mesh is "what's hot" for the last couple of months I've been improvising mesh. I've come so close. I've gotten it all down. I can shape my hair.. rig it and upload it. The only problem is that when I do.. if the hair is longer.. it gets so funky when the AV moves from my AO. The longer hair strands do this stretching thing where it's just not smooth in a certain area. As you can see it's all funky over the shoulder. I'm not sure how to fix this. Someone told me maybe I need to add bones to it... Idk if this is true. Does anyone know a fix to this? How is most rigged mesh hair in SL so static with our aos? I have no idea how to do this. I asked someone who gives classes but they refused to answer anythign without paying $30 an hour.. and I just can't afford that. This is why I'm trying soo hard to get this to work. I made a simple hair structure just to test it to see if I could figure out how to fix this issue. I even made it shorter on purpose to see if that would fix it and nope. This is it in blender. If anyone knows a fix to this it would be greatly appreciated. I WILL KISS YOU lmao. I'm so desperate at this point. I've been keeping at it every single day for months. And the only other thing I can't figure out is.. texturing. I recently figured out how to get a solid base hair color down! But now, I need to figure out how to add wisps to it using UV maps. When I go to upload my transparent hair wisp textures, it always has this funky white rainbow stuff behind the hair strands.. Is there anything special you have to do to get your transparent textures to upload transparent in blender? Any help would be greatly appreciated. Thank you in advance. -Small Update- k I figured out the transparent texturing stuff. A button named "Premultiply" worked yay! The only thing is now I'm seeing black behind it. Does anyone know what I might be doing wrong and how to get it fully transparent?
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