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Ada Radius

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  1. Blender is not paid-for software. It's free and open source.
  2. There is a bit more information at https://github.com/RuthAndRoth/Reference - some of us in the OpenSim community work on this too, with quite a bit of overlap among the grids. The RuthAndRoth project started in OpenSim communities, but is well represented in Second Life now as well. Not sure if this was made clear in earlier posts: Weighting to the movement bones e.g. mPelvis and to the collision volumes, e.g. PELVIS, affects the Appearance sliders. Bone hierarchy matters - we can weight to the collision bones so that mesh attachments will respond to some of the sliders (fat, boobs, but
  3. any avatar will import to MD if it's set up OK - you'll need at least a dae file from the mesh body seller dev kit. I've had the best luck with Blender, exporting as OBJ, either A pose or T pose, depending on the clothing, importing to MD, then immediately saving as the MD format for avatars. Some fiddling to make sure Z axis is up, might be necessary. And more fiddling to get the skin offset at the right number and the MD avatar settings the way you want them so you won't go nuts fitting patterns.
  4. The only way I've been happy with this kind of build is to make a highly detailed model with the wire or shoelace or whatever, and a low-poly build without the wire, and bake a normal map. Any bits of wire that stick out have to be in the final model, and can still kill the poly count but could work OK for this.
  5. http://wiki.secondlife.com/wiki/Mesh/Uploading_and_wearing_a_rigged_mesh
  6. @HarrisonMcKenzie I took the Maya values in avatar_skeleton.xml, converted them to Blender values in a spreadsheet (also in that github folder) as well as I could, then built the various armatures in Blender from those values. I blogged about it, about a year ago. My route to the male armature was more convoluted; I may go back some day and clean it up. But what's really needed is an overhaul of the armature - clean up the numbers, the hierarchy, the naming conventions. Heck, fix the topology while we're at it. A better Character folder and viewer coding.
  7. The inworld armature was developed c2004 in Maya, with changes in 2012 and again in 2016 when they added the Bento bones and changed the height. The xml definitions are in the viewer folder Character, in avatar_skeleton.xml and, to morph to the male sized armature, avatar_lad.xml. I did the conversions to Blender earlier this year, best I could, and stashed them in GitHub/RuthAndRoth/References/AdaRadius. There are symmetry errors and bone length errors in the xml files, so I had to make some compromises - Blender defines bones differently than Maya. I am no programmer, this was best efforts w
  8. What helped me: Take courses in retopology. There's a good one by Medhue that's free, and many others. It's not just for avatar attachments, and really does bang the concepts into the brain. Lots of techniques, learn as many as you can. Short answer: even quads throughout your model, no unnecessary verts to make the shape, structure it in such a way that you could reduce topology to very very little and still keep the same UV map. The retopo concepts are the same in any 3D modeling software, so the courses could be for Blender, Max or Maya. I've used all three and like Blender better, but each
  9. I've managed to get a Weefolk body working in the OSgrids. It was better without Avastar - all those extra bones and teh materials in the plugin make me nuts. I used the armature I built from avatar_skeleton.xml - stashed here at the RuthAndRoth github if you want my more recent version: https://github.com/RuthAndRoth/Reference/tree/master/Ada Radius. I usually rotate Y forward to work on a 1/2 size rig and rigged mesh - symmetry works better along the x axis in Blender. This is what worked after that: Rotate mesh to face +X Apply all transforms for both the rig and the mesh in
  10. The volume (fitted) bones are each clamped to an mBone. So any vert weighted to a volume bone will move with its clamped mBone. For the Ruth and Roth mesh bodies, to get around the 4 weights per vertex limitation, and the 110 vertex weights import limitation, I weighted almost entirely to the volume bones whenever possible. The Bento bones are different - those mBones also respond like volume bones in the sliders. There's a list of how the armature is structured here (the ods spreadsheet): https://github.com/RuthAndRoth/Reference/tree/master/Ada%20Radius. You can take a look at how t
  11. When I converted to 2.8 and again 2.9, I tried to replicate my 2.79 layout and workflows for a while. Now I just use the default layout, which is pretty terrific except: Edit: uncheck Lock Object Modes. Minor adjustment to Theme - color selections orange and scroll bars blue so I can see them better than the gray on gray. View Toolbars and Tool Settings (the checkboxes). Use F9 key to toggle "Adjust Last Operation" and the "n" hotkey to bring up the side panel. The great thing about 2.9 is that I can switch to different Workspace tabs without thinking about it - the de
  12. Do you have more than 110 vertex groups? Even though there are 159 bones and volumes, the viewers will silently fail if you have more than 110.
  13. What Quarrel said. If you have added new verts, you can select them, select the verts of the area you want them in, more or less, and use the Smooth function. That plus painting with Blur might get you what you need without a lot of futzing. Be sure to re-normalize the weights (hit F9 to make sure the active group is getting normalized with the rest) - the Smooth tool doesn't seem to be normalizing after the smooth. It's awful on fingers. Pretty good otherwise.
  14. I'm impressed you got the collision bones to work. If you used the Skeleton.Female.blend rig, you're getting the custom bone properties for the collision bones, which are necessary, if you're not using Avastar. Even with Avastar and its custom bone properties, the 2.8x versions are still in beta and can have unexpected results. But your 1. scenario has worked for me too, mostly, though not if I resized the rig, which I'm gonna try. I added the HANDLE bones that are missing and cribbed the custom settings from avatar_skeleton.xml (found in viewer > Character).
  15. It also depends on what body you are putting the clothing on. If it's a mesh body, with the system body completely alpha'd, and you are copying weights from teh mesh body to your clothing, then you have a shot at getting it to fit without clipping. If you put the mesh clothing over a system body and use the Appearance sliders to adjust body parts, then it's less likely to match - the system body uses morphs to change size and attached mesh uses vertex weights. You'll usually need alpha textures on the body to hide the bits that clip.
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