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Fei Alchemi

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  1. Hello, I hope I'm not being annoying by bringing it up, but I'm returning to SL after a small break and am wondering what the status of the mesh deformer is? When I searched the forums, I read something about rigging to collision bones...I don't suppose anyone would explain that to me a bit? Or maybe link to a tutorial? :3 Or is it best to say that content creators are still using sizes? Thanks!
  2. Hello, I have sent you an IM in world. Please let me know if you are still interested in selling. Thanks.
  3. Hello, I have sent you an IM in world. Please let me know if you are still interested in selling. Thanks.
  4. Is it possible that you have "snap to grids" turned on? I'm not very experienced in Maya, but I think curves, and any new object, are usually created on the grid. I think one way to work around this is to import the head of your avatar, select it, and then make it live. This should snap the curves to the shape of the head, and not on the grid.
  5. In case anyone is wondering why I joined the legs, it is because they were not loading in second life as two pairs, but were merged into one big mess. Perhaps grouping is a better idea?
  6. Hello, I'm a little stuck at the current point in my mesh project, and I was hoping someone here might be able to help me out of my confusion :( I'm attempting to make a four-legged avatar attachment - picture a centaur's lower body. It is supposed to "replace" the avatar's legs (as in, I would like to hide the avatar's real legs and have these rigged to move along with them), as well as add two additional rigged "hindlegs". Here is what I tried to do: Duplicated the avatar's legs.Copied the bone weights from avatar.blend to each of the pairs of legs.Joined the legs into one mesh.Parented the legs to the avatar.blend armature (at first, I tried two armatures, one for each legset, then tried to parent both pairs of legs to the same armature)When I uploaded it to SL, the first or front legs looked just as they were supposed to, but the hindlegs were heavily distorted. They were rigged, to be sure, but I think it is a mistake to rig both sets of legs to the same armature? What is the right way to go about doing this? Thank you for your time!
  7. Hello, I am realtively new to mesh creation. I have made a few items of clothing that are decent, but I am most confused about how to go about making hair. I notice in SL that much of the mesh hair does not look like typical low-poly hair in game scenarios. I believe that hair modeling for games is often done using planes or "sheets" that are textured with alphas, and the resulting hair looks "flat" compared to SL mesh hair, which looks very "round" or "tubular". So I am curious if that is because most modelers for SL prefer to use NURBS? Or if it is to avoid using a lot of alphas because of the transparency bug? It would be helpful to see an example of how mesh hair for SL looks in wireframe. Are there any resources available like this, or would any creators here be willing to share some screenshots of their hair models? Looking forward to reading a response :) Thank you.
  8. Hello, I'd love to know where this hairstyle is from :smileyvery-happy: pic 1 I've scoured my favorite stores as well as the marketplace and have had no luck :(
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