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Prep Linden

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About Prep Linden

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  1. Kyo Hellmann wrote: Hey, I'm having trouble uploading mesh models with skin weights. (I will try to be as descriptive as possible. I have all the bones, I've got skin weights, and I export them with the 2010 fbx collada exporter, but when I try to check the "Include Skin Weights" box, it's grayed out! I'm using the Wiz Daxter SLAV for 3ds max, and I use 3ds max version 2010. I add a skin wrap modifier to the torso, and add the head and lower body to that skin wrap. Then I attach the three editable meshes, convert the skin wrap to a skin, and do some touch-up on the weights. I don't usually
  2. Bloodsong Termagant wrote: heyas; is there (or can there be created, please) information on the specific DAE formatting that SL expects to read on import of a rigged mesh? i keep generating dae files where sl does not recognize it as having a rig, and i have no idea why. and/or why my dae files have different sections and codes than racush's simplebot.dae that is the only one that seems to work for me. the closest i found was this: http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format but it appears to be the format of the mesh file AFTER the sl importer parses it. i need to know this inform
  3. Ashasekayi Ra wrote: So, a new official release for Blender is out: Blender 2.6. It still works for making static mesh. But now, it exports a rigged mesh that is incompatible with the SL uploader. So, if you are making rigged mesh, you'll probably want to stick with Blender 2.59. Asha: Email me the rig that Blender 2.6 exported (prep@lindenlab.com)- I'll take a look at it. I imagine it's a minor issue. -prep
  4. Heb Dexler wrote: Hi Prep, I missed the followup where you say " mimic the joint hierachy, rename the nodes..." To spell it out for a dummy, Do you want us to copy the joint positions from the main skeleton exactly or use the collision joints positions from the xml file? (which appear to be offsets from the skeleton bones) . Skin with just the collisons bones or both hierachies together? Here is 3ds Max script to make the skeleton, collison bones as copies or using the xml positions. Skeleton.ms - CollisionBones.ms - CollisionBonesXML.ms Rigging to the collision volumes can work
  5. Wonderful! Thank you! Ashasekayi Ra wrote: Ok, thanks. I'll give it a try.
  6. Ashasekayi Ra wrote: So, we would send you a model that had two armatures? One that would call the pelvis bone "mPelvis" while the other calls it "PELVIS"? Asha: Almost, basically what is need you to do is to copy your current joint hierachy (all 23+bones) to a new hierarchy (so your file will contain two sets of complete joints used to weight your skin - one that is mapped to the current skin and the second newly created hierarchy, then you need to rename the nodes in that new hierarchy to the collision volume names that are in the avatar_skeleton.xml (e.g. PELVIS,BELLY,CHEST,NECK,HEAD
  7. The collision volume is just another joint ("collision volume" is the name Linden used waay before my time, I agree it is confusing) - basically mimic the joint hierachy, rename the nodes to the collision volume names that are in the avatar_skeleton.xml and weight using the new collision joints. Export not only the "normal" joint hierarchy but also the new collision hierarchy. Drongle McMahon wrote: Likewise, I would be interested if anyone can explain what this means.....what is a "collision volume"?....and what Collada elements is it supposed to correspond to? I can't find this term in
  8. Hi there: I'm doing some research into one our open mesh issues, and one of the options is that we're looking into supporting rigging to collision volumes, BUT we need a rigged mesh that is weighted to the avatar collision volumes. The idea is that this might scale to match the morph distortions and as such might be useable in other areas of mesh ...but I need some sample rigs that have had their skins weighted to the collision volumes. So how can you help? The general approach is to create a hiearchy of collision volumes with the names of the collision volumes contained within the avatar_s
  9. Marcthur Goosson wrote: I always make physics myself. In general I use planes. The uploader resized/replaced those planes automaticly to the boundingbox of the mesh model. Since today this does not work properly anymore. When I load my physics dae I see the replacing/redimensioning and immediatley the calculate button greys out. I tested with using the physics dae as mesh model and the same file as physics, no problem at all. Mesh project viewer 241391. Any thoughts about this ? Thanks. Can you post your SL log? There is most likely some info in there about why this is occuring
  10. Ashasekayi Ra wrote: While browsing BlenderArtist's site today for new addons, I saw that Jester_v01 updated the "bone weight copy" script from Blender 2.49 to work in Blender 2.57. The script copies weights from one model to another model (even if the vertex counts are different). It's great for making clothes for an avatar. You can download the script from this thread. However, the script doesn't work with the latest Blender 2.59. PKHG pointed out that there has been an API change. After poking around in the file, I found that you only need to change two lines to get it to work with B
  11. Utilizator Mode wrote: when uploaded my mesh, some vertices fore some reason have completely different weight maps than they had in blender, they are asigned to the right bone isntead of left. it cannot be an error on my side because i simply only riged one half of the model and than mirrored and applied all the weight maps, the model deforms perfectly in blender and there are no anomalies, i double checked everything and there is nothing wrong with the model, but when i upload it i get a few vertices following the wrong bones for some reason this is really annoying because i spend all da
  12. MaxTux: email the minotaurs .dae (prep@lindenlab.com) - Without actually looking at your file, I'd imagine that there are unweighted vertices and so the code is falling into our nearest vertex code (which should actually be replaced with a function that does a surface fill to determine the nearest vertex, versus the current pure distance check) and that would exhibit the issue I see in the minotaur picture. It doesn't look like we log out any information if there are vertices unweighted when a rigged asset is imported either - so I'll add that. Thanks, prep 
  13. Rusalka Writer wrote: It is still hugely failing to work, even when the only thing I'm wearing is a single pointed-toe leg. So your av is failing to retain the pelvis offset ... is there anything other then what's listed in the jira that your doing (if i could have a concise set of steps to repro with, all the better). Thanks! prep
  14. Thanks Rusalka for the assets - see my comments from the user group about having only one rig with joint offsets. -prep
  15. Rusalka Writer wrote: Yep. Sat down, stood up, sunk in the ground. Rusalka: Open up a jira and email me your rig to test with (prep@lindenlab.com).
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