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Chip Midnight

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About Chip Midnight

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  1. Are you getting any specific error message? If not then problem is likely with missing bone names in the name array. If you're getting an error message it may be something else, like a texture map name that has a space in it. The easiest way to do the name array is just keep a complete bone list in a text file. After you export your DAE, copy and paste the full list after the last bone name that's listed. It doesn't matter if bones are listed more than once. Don't overwrite the bones that are already there. That can cause your rigging to go haywire if you're doing fitted mesh.
  2. That should be ammended to say 2011.3.1 and above. Any version of the exporter after that works also.
  3. Yep, you got it. I forget about that one all the time.
  4. Looks great. Glad you were able to get it sorted.
  5. Yep. The easiest way to do it is to copy the complete bone list and paste it after the last bone in the name_array. It doesn't matter if bone names appear more than once. Don't replace the existing list or bad things can happen. Change the count to 50. Good job figuring it out yourself!
  6. If something is being marketed as a celebrity likeness that would clearly be unethical, but something that bears a passing resemblance without mentioning any names should be fine. Please note, I am not lawyer.
  7. Use Autodesk's standalone FBX converter to go from FBX to DAE. That's worked for me. There's no need to use Blender as an intermediary. Check the version of the FBX plugin you're using. Multi-subs are currently working for me going directly to DAE with the 2013.2 plugin. Presumably the current 2013.3 works also but I haven't upgraded to it yet. The standalone converter is here - http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694909 The FBX plugin is here - http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775920
  8. That looks a lot better. I think that part of your problem is that when you change joint positions and upload with Joint positions checked SL assumes you've changed proportions but not rotations. It still expects a T-pose, not an A-pose. I could be wrong about that but I find it's easier all around to just model and rig to SL's standard T-pose, even though it's not the ideal pose for rigging. This is an artifact of uploadable rigged mesh being tacked on to a system that wasn't originally designed for it.
  9. Snapshot is in the tools menu. It will create a new editable mesh from the selected mesh with any current deformations baked in. Since you already have your mesh rigged then using the existing bones to deform the mesh to a T-pose that matches up to the default skeleton is going to be a lot faster and easier than editing it manually, even if the snapshot needs a bit of tweaking. Then you'll have a new mesh that you can rig to the default pose.
  10. Yes, you want to rig to the T pose. What I'd suggest is taking your existing rig in Max and move in into a T pose that matches the default joint positions, then snapshot the mesh in that position and redo the rigging on a fresh skeleton.
  11. Did you rig to the base bones or to the collision bones? I'm wondering if part of the problem may be from your shape settings. I'd also highly recommend adjusting the mesh to fit the bones rather than the other way around.
  12. I think I've figured this out finally. I realized I couldn't even import my exports back into Max without them looking like the same jumbled mess I'm getting in SL, but they would work imported back into Max before adding in the missing bone names to the name_array of the DAE.I'm still completely baffled by this because I've been doing this the same way for ages. These files shouldn't have worked at all. Bad name arrays have always either produced a file where skin weights couldn't be imported or that wouldn't parse at all. I've replaced the bone list I copy and paste from to append the missing bone names and things seem to be working again. Truly bizarre.
  13. Using the same import and export settings and the same version of the FBX plugin I'm still getting garbage. I'm completely flummoxed.
  14. It doesn't get me any closer to figuring out what's going wrong but it at least narrows it down to something happening locally on my end and gives me a benchmark for what should be working. I greatly appreciate you taking the time to test and share your settings.
  15. Thanks, Harry. Could you tell me the export settings you used?
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