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Ada Radius

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  1. 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
  2. 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
  3. 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
  4. 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
  5. 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.
  6. 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.
  7. 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).
  8. 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.
  9. It's not cheap nor free, but it can be done fast in Marvelous Designer. Make avatars (obj works better than dae) you can import, redrape with their excellent physics engine.
  10. The SL armature was built in Maya, where the bone parameters are expressed differently than Blender. Converting the collision bones to Blender means writing custom bone properties for those bones. You can find the custom bone settings here: http://wiki.secondlife.com/wiki/Mesh/Rigging_Fitted_Mesh - in the armatures for BaseMale and BaseFemale, all except LEFT_HANDLE and RIGHT_HANDLE - the handle values can be found in any viewer Character folder in avatar_skeleton.xml. I've been collecting this information for a few months and it's stashed at https://github.com/RuthAndRoth in the Referenc
  11. Ada Radius

    Blender 2.82

    It took me about a week to figure out where stuff moved, and about a month for my hands to get used to 2.8x, starting last fall. I love it now, except that I'm still not used to a very different weight painting routine and I keep hitting wrong buttons that bork the whole thing. That will get better. It's much easier, now to switch between Blender and other software. Suggestions: In every mode, go through every menu choice and option, in all of the tabs in all of the editors and workspaces, try out everything on Suzanne or whatever. Make a cheatsheet until you memorize the stuff you need and
  12. Yes, stuff goes wrong all the time while weighting and you might have to do some cleanup. There some choices. Find the setting for Clean (Sorry I'm in Blender 2.8 now and can't remember where it is in 2.79) Weights > Clean will clear out any vertices that have an assignment to that vertex group but no zero weights - you can set the threshold. Another is, in Weight Paint Mode, to go into Vertex mask mode (one of the buttons at the bottom of the 3D viewer). That will open more buttons under your vertex groups, including a Select button. You can select all the verts assigned to tha
  13. I love working with mesh, and was able to bring a nice little mask inworld, with low prim equivalency (texturing/UVW may take me a bit longer, lol) and at a reasonable price. It's so much easier than sculpty maps; can do more and looks better too. But Viewer 3 is so buggy it's nearly unusable. I never could get Talk (which works perfectly for me with Imprudence and Phoenix) working right. Search forced me to enable cookies and Java on my browser, then broke completely as soon as I tried to make a payment to someone not yet on my Friends list. Land transactions failed completely. And I ca
  14. meh. gack on production values and depressingly negative viewpoint besides. All that stuff about SL sex relationships not working out in RL, DUH, and it's been done, stop beating the dead horse already. A film needs to be done about it, yes - maybe a thoughtful treatment of new kinds of erotic and emotional experience that VR has helped create. I was really interested in new information on the IP lawsuit, appalled at the filmmaker's attitude toward it. More emphasis on the value-destroying thieves, and calling them what they are, and more on the creative process of this fine graphics arti
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