Jump to content

JackRipper666

Resident
  • Posts

    162
  • Joined

  • Last visited

Posts posted by JackRipper666

  1. Ah thanks again Innula! Yup that's definitely one way I might do it. I'm also seeing you can share UVmap space with a texture that is premade outside of SL. So say photoshop as long as I adjust it in photoshop to hit area's of a model or attachment I want I should get results. It's just harder to paint nurbs it seems since it's a 0 to 1 texture space they call it. An I'm still looking into how to paint that as well lol. Other then that though I now see how I can build stuff that has more control in SL using sculpt maps and scripted code. I just hope I can remember how it's all done LOL! 

  2. Yea I'm noticing now there is two ways of doing it with sculpt maps either dropping them in. Or just as you said using the UUID copying that out of inventory that I guess SL generates for each item in your inventory once it's uploaded in world. Then I can just call that item by it's hard coded ID inside a script to give the sculpt prim it's shape I want. I can now call multiple sculpt maps just from script code. Which is really cool, I guess where my head hurts is if I do this I'm learning sculpt maps of an object tend to have UV map that is setup to not be touched if you're working inside say AC3D. So if I rebuild something I'm wondering how I'd get texture applied to the sculpt map. I know I could just drop sculpt map this time in the object instead of coding it to be called in the object with a script, but without a defined UV space I create outside of SL in another program I'm wondering how I'm going to get a texture applied to the object. I know you can bake things which I been playing with the ant available on wiki from SL. But in order to paint on a surface say I guess Zbrush what I'm familiar with usually I have to create a UV map first this way it remembers when I bring it in world where that paint texture is and will show up on the model. Sculpt maps again tend to want that UV to define it's shape in SL. I know I'm missing something if it's been done for a long time this way lol. So if I can figure out how to throw texture that will show up in the right spot on a sculpt map then I should be set on how that's done. lol

  3. Hello Innula, you're correctly about that. What I been confused on is how most HUD's are being created with what is capable in SL. Being that I'm not a programmer and came in late in the game with second life content creation. I was talking to Keiran Rotaru about some of his creations and HUDs and he explained to me that it's an .obj converted to a sculpt map which looks like a texture when you click it, but in world it forms the shape you built as an object outside of SL. So I was like wow, no wonder I been confused.  So this is one way that definitely will work using prim_type code to call your sculpt maps inside the object. I still need to learn how it all works exactly hopefully I can write some kind of example lol. Both my idea's would work this way attaching objects and also having a hud with say multiple armor sets or something. 

  4. @ Rolig...hmm I see this is more difficult then I realized lol. I guess i have two huds in mind actually. One with attaching and detaching and after that one hopefully move on to what I thought was an object with contents holding a couple objects in there and called on from a additional HUD object with a script. This is giving me some idea's at least  since I didn't realize it doesn't exist until rezzed.

     

    @ Thans Innula, I guess though I want something I can make that doesn't require a certain viewer to make this work. An I'd still like to figure out how to make it where it doesn't create more inventory using loophole. I'm looking to do it more as sellable item for avatars I make so I don't think customers would be happy with me if it kept piling up inventory lol. Thanks though I'll have to keep looking soon possibly this weekend now that I have some free time. =)

  5. Yea I agree with both your comments. I think though it's done some how through a HUD that controls an Object within an object. Or at least that's one way. Just looking at other huds and how they are used. I usually have an attachment object and a HUD. I can't see into the contents of course but I can only assume one of the two objects has the other attachments inside it. They gotta be pulled from some where lol! I am new to coding and more of an artist anyway so I can see how I will have mental blocks here for quite awhile. If I figure it out though I'll post here how it's done. I just been so tied up for time again! Aren't we all?! lol

  6. @ Lucinda Bulloch, I see this is confusing. It would be nice though to just attach an object from the hud object. But have it act as not a new inventory item. Just not making duplicates of what is already in the HUD. I see really great huds I just don't know their secret lol. I can understand the reason to rettain that knowledge and not share it though. SL seems to be getting more and more competitive and hard to make the means to live lol. Unless you're very knowledgable. 

    I might have to find some huds that are free that I can disect and see how it's built. I think I'll get lucky to find that but on second thought I need to look into it now that I think of it lol. Thanks!

  7. Hm.. well maybe I'm also going about this the wrong way to. Because as I rez the object in world from the button I click on the hud. I kinda assumed it would put that in objects creating multiples every time I clicked the button. I'm basiclly trying to build a small Hud that attached two different objects. From other huds I've used I don't know what they are doing but it works how I'd like it. Attaching the object only to detach it when say clicking a hide button or maybe now that I think of it it's still there I'll have to see lol. I'll take a look at created HUDs on wiki I recently ran into see what that says. Thanks man!

  8. Ok so far this is working thanks. But only thing I now have problem with is trying to do a detach of an object. I get this error 


    Script trying to detach from agent but PERMISSION_ATTACH permission not set! I'm missing something. So here is script for the hud and beneath that one inside object that attaches. If I can solve that I probably have this done lol! Thanks though this is tedious work.

     

    list Objects = ["-", "Breath 1", "Breath 2", "Detach"];
    string msg = "Please make a choice.";
    key ToucherID;
    integer channel_dialog;
    integer listen_id;
    string Object = "Cold_Breath_Gorilla_Heavy_Breathing";
    string Object2 = "Cold_Breath_Gorilla_No_Sound";

    default{
    state_entry() {
    channel_dialog = ( -1 * (integer)("0x"+llGetSubString((string)llGetKey(),-5,-1)) );
    llRequestPermissions(llGetOwner(),PERMISSION_ATTACH);
    }
    touch_start(integer total_number) {
    ToucherID = llDetectedKey(0);
    llDialog(ToucherID, msg, Objects, channel_dialog);
    listen_id = llListen( channel_dialog, "", ToucherID, "");
    llSetTimerEvent(60); //HERE WE SET A TIME LIMIT
    }

    listen(integer channel, string name, key id, string choice) {
    if (choice == "-") {
    llDialog(ToucherID, msg, Objects, channel_dialog);
    }
    else if (choice == "Breath 1") {
    llRezObject(Object, llGetPos() + <0.0,0.0,1.0>, <0.0,0.0,0.0>, <0.0,0.0,0.0,1.0>, 0); //do something
    llListenRemove(listen_id); //HERE WE ARE BEING RESPONSIBLE
    }
    else if (choice == "Breath 2") {
    llRezObject(Object2, llGetPos() + <0.0,0.0,1.0>, <0.0,0.0,0.0>, <0.0,0.0,0.0,1.0>, 0); //do something
    llListenRemove(listen_id); //HERE WE ARE BEING RESPONSIBLE
    }
    else if (choice == "Detach") {
    llDetachFromAvatar();
    llListenRemove(listen_id); //HERE WE ARE BEING RESPONSIBLE
    }
    else {
    //do something else.
    llListenRemove(listen_id); //HERE WE ARE BEING RESPONSIBLE
    }
    }

    timer() { //TIME’S UP!
    llListenRemove(listen_id);
    llWhisper(0, "Sorry. You snooze; you lose.");
    llSetTimerEvent(0.0); //Stop the timer from being called repeatedly
    }
    }

     

    Script 2 inside attachment object....

     

    // Cold breath physic's script with attachment

    default
    {
    state_entry()
    {
    llSay(0, "Cold");

    llLoopSound(llGetInventoryName(INVENTORY_SOUND,0),1);
    llSetTimerEvent(2.7);
    }
    timer()
    {
    llParticleSystem([ PSYS_PART_MAX_AGE,0.8,
    PSYS_PART_FLAGS,1,
    PSYS_PART_START_COLOR, <1,1,1>,
    PSYS_PART_END_COLOR, <1,1,1>,
    PSYS_PART_START_SCALE,<0.1,0.1,0.1>,
    PSYS_PART_END_SCALE,<0.2,0.2,0.2>,
    PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_EXPLODE,
    PSYS_SRC_BURST_RATE,0.1,
    PSYS_SRC_ACCEL, 0.8 * llRot2Fwd(llGetRot()),
    PSYS_SRC_BURST_PART_COUNT,10,
    PSYS_SRC_BURST_RADIUS,0.02,
    PSYS_SRC_BURST_SPEED_MIN,0.0,
    PSYS_SRC_BURST_SPEED_MAX,0.2,
    PSYS_SRC_TARGET_KEY,llGetOwner(),
    PSYS_SRC_ANGLE_BEGIN,0.0,
    PSYS_SRC_ANGLE_END,0.0,
    PSYS_SRC_OMEGA, <0.2,0.2,0.2>,
    PSYS_SRC_MAX_AGE, 0.2,
    PSYS_SRC_TEXTURE, "8146459e-47a2-47ce-93d6-bac9359afa84",
    PSYS_PART_START_ALPHA, 0.3,
    PSYS_PART_END_ALPHA, 0.1
    ]);
    llRequestPermissions( llGetOwner(), PERMISSION_ATTACH );
    }
    run_time_permissions( integer vBitPermissions )
    {
    if( vBitPermissions & PERMISSION_ATTACH )
    {
    llAttachToAvatar( ATTACH_CHIN );
    }
    else
    {
    llOwnerSay( "Permission to attach denied" );
    }
    }

    on_rez(integer rez)
    {
    if(!llGetAttached())
    { //reset the script if it's not attached.
    llResetScript();
    }
    }

    attach(key AvatarKey)
    {
    if(AvatarKey)
    {//event is called on both attach and detach, but Key is only valid on attach
    integer test = llGetAttached();
    if (test) {
    llOwnerSay( "The object is attached" );
    } else {
    llOwnerSay( "The object is not attached");
    }
    }
    }
    }


  9. Ok I had a feeling I wouldn't be able to do that but basically again what I am trying to do is take that llattachtoavatar function and use it differently from how it's show on wiki. where I could some how combined it's (ATTACH_CHIN) but tell the llattachtovatar function what I'm wanting to be attached to the chin which would be a object within the small hud I'm working on. This way it's not just attaching the hud to my face. Again so you're saying this is not possible? This is the code I was looking at for attachment that I was trying to modify.

    //-- rez object on ground, drop in this script, it will request permissions to attach,
    //-- and then attach to the left hand if permission is granted. if permission is denied,
    //-- then the script complains.
    default
    {
    state_entry()
    {
    llRequestPermissions( llGetOwner(), PERMISSION_ATTACH );
    }

    run_time_permissions( integer vBitPermissions )
    {
    if( vBitPermissions & PERMISSION_ATTACH )
    {
    llAttachToAvatar( ATTACH_LHAND );
    }
    else
    {
    llOwnerSay( "Permission to attach denied" );
    }
    }

    on_rez(integer rez)
    {
    if(!llGetAttached())
    { //reset the script if it's not attached.
    llResetScript();
    }
    }

    attach(key AvatarKey)
    {
    if(AvatarKey)
    {//event is called on both attach and detach, but Key is only valid on attach
    integer test = llGetAttached();
    if (test) {
    llOwnerSay( "The object is attached" );
    } else {
    llOwnerSay( "The object is not attached");
    }
    }
    }
    }

    If that's the case and I understand what you said, you're saying I'd have to make a script for the hud where it would call the inventory object that I put in the HUD. But that script within the HUD would only be able to rez the object I'm trying to attach. Therefore the attachment would happen from the second script would only go inside the object that rezed and is going to be attached. As soon as it rezes in a sandbox for example that script starts running asking me to attach that object. Something like that?

    Another example I'm looking at is this one where I only changed so far it's menu options to "Breath 1", "Breath 2" 

    The only problem I'm having if that's how you do it, is how do I tell it to rez that object? Example this part here I'm trying to change 

    else if (choice == "Breath 1") {
    //do something       <<<<<<<<<<<<----------This part here I know I have to put a function to call Breath 1 object in the HUD right? I just don't know what function would rez it for me. Then script two inside that object would do the rest for attaching.
    llListenRemove(listen_id); //HERE WE ARE BEING RESPONSIBLE
    }

    Here is the rest of the example of the script that gives me dialog menu buttons.

    list Objects = ["-", "Breath 1", "Breath 2"];
    string msg = "Please make a choice.";
    key ToucherID;
    integer channel_dialog;
    integer listen_id;

    default{
    state_entry() {
    channel_dialog = ( -1 * (integer)("0x"+llGetSubString((string)llGetKey(),-5,-1)) );
    llRequestPermissions(llGetOwner(),PERMISSION_ATTACH);
    }

    touch_start(integer total_number) {
    ToucherID = llDetectedKey(0);
    llDialog(ToucherID, msg, Objects, channel_dialog);
    listen_id = llListen( channel_dialog, "", ToucherID, "");
    llSetTimerEvent(60); //HERE WE SET A TIME LIMIT
    }

    listen(integer channel, string name, key id, string choice) {
    if (choice == "-") {
    llDialog(ToucherID, msg, Objects, channel_dialog);
    }
    else if (choice == "Breath 1") {
    //do something
    llListenRemove(listen_id); //HERE WE ARE BEING RESPONSIBLE
    }
    else if (choice == "Breath 2") {
    //do something
    llListenRemove(listen_id); //HERE WE ARE BEING RESPONSIBLE
    }
    else {
    //do something else.
    llListenRemove(listen_id); //HERE WE ARE BEING RESPONSIBLE
    }
    }

    timer() { //TIME’S UP!
    llListenRemove(listen_id);
    llWhisper(0, "Sorry. You snooze; you lose.");
    llSetTimerEvent(0.0); //Stop the timer from being called repeatedly
    }
    }

     

    Anyway sorry I know this is a lot of questions, just making my head hurt how to put it all together lol!

  10. Hey guys I'm puzzled by something with llAttachToAvatar. If I wanted to specify a part I built like a mesh object for example to be attached. How would I do that? I been looking on wiki but all it tends to show me is this  llAttachToAvatar(ATTACH_LHAND ); and it goes on to specify example (ATTACH_CHIN); What I am looking for is something where I can say either from the folder in my inventory where the obect I want to point to exists. Or if I can't do it that way put my object in the hud contents with the script. Then point to it some how with a string function maybe? I can't seem to figure out how to piece that together if anyone could help me out I'd appreciate it! 

     

     

  11. Hey Medhue! What is the anim format an export in blender? I don't see it in export menu but my brain also says ganim as in maybe scritping that joint some how? lol and other question is what is TPV? That's also new to me.

  12. Hey guys, I'm new to animation but curious about a particular joint in the skeleton for SL. The mSkull joint I'm trying to get control over so I can adjust it's rotation I can't find that in qanimator but I know it exists on my skeleton in maya. Does anyone know if this joint is animatable? If so what software might allow me to use it?

  13. Thanks Cathy! Actually what I ended up doing is using a reset skincluster python script from this site here. This guy really makes my life easier I suggest everyone use it if they like Maya lol!

    http://www.macaronikazoo.com/?p=188 

     

    For some reason importing and exporting weights always gives me undesired results in maya though. Usually weights get changed in certain area's or I lose coverage of weight on parts of the model and have to re work and smooth it. Not sure why this is happening but Maya can be a nightmare for me at times. Even lost work today with a crash on a new avatar I'm building! :matte-motes-evil: 

     

    Oh well but what that tool does is allow me to just adjust the joints and bones without having to detach the skin weights. Example I can go in just move the collar bone in different area's, run the command in the python box and it will move the collar bone over for me allowing me to do just a small adjustment to the weights if I need to, but also helps move the skeleton around so when I upload it in world of SL it will move the shoulder and chest over if I feel it's not wide enough or how it looks in maya. 

    Plus my eyes play tricks on me as the avatar is in T pose it might look good but until I get some movement on it in world I can't see my flaws in the mesh. So actually SL body shapes are quickly improving that for me without having to remodel it in Maya! I'd like to see all the categories in bodyshapes be adjustable for mesh if possible. I think that would be very beneficial  anyway thanks again for help!

  14. Thanks Gaia this might help, trying to see how I might be able to use this to help get me to more of what I see in MAya is what I get in SL type of upload. How did you create a neutral body shape? Is that the same thing as just making a default body shape or no? Only offset I use is usually to get feet to ground which is z offset. I'm gonna try taking that off though cause that has to be something to it. Tends to give me different results as times. Example if I adjust joint positions in maya reupload and use same z offset as before I now have a different ground level to my character as well as elongated limbs but this time it will be more in the hands instead of forearms. But I'll try more with the upload options maybe something there can fix this. 

  15. Hello guys, I'm still trying to tackle some other issues with Mesh. One of them is when a mesh is uploaded and rigged, the bodyshapes tend to sretch and elongate characters out of Maya in weird ways. Example I use female bodyshapes for male characters because of this, problems I have is forearms are very elongated. I can only get them to shrink so much and it deforms the character too much from the original build of it in Maya therefore I use Female shapes because of this. I've played with blender and it does the same thing and seems as if skeleton position is part of the problem but it doesn't accurately take joint positions in world for some reason. Seems that I can't really move joints to change that moving them around the mesh or outside of the mesh will make changes but sometimes more of a mess then an actual fix to elongated limbs. So is there something I'm doing wrong? I put the skeleton in my mesh characters as aligned to the joint area's as possible, deforms good in Maya for the most part. But one issue I see is maybe body shapes are just overriding mesh characters too much. Is there a way to completely take off body shapes and scale the characters more to the original look from maya? Some where in the uploader maybe?

     

     

  16. This looks really good might be able to solve some of my mesh elongated issues I get with my characters. I see the code is available but where do you put this code? 


  17. Rage Riptide wrote:

    Ideally, we should have had an Avatar2 rig ready before mesh even hit beta, or at least, a plan for one. All we'd need is a working rig and Ruth would truly be history. Answer: No, maybe, should be, could be, dunno.

     

    lol Ok thanks for the reply Rage! 

  18. I was just curious does Linden have any plans or I should say anyone know if Linden Labs will eventually upload a rig for maya or blender that will allow more bones? I know there is a lot of people making attempts to add more bones figuring out work arounds. But I'd rather have an official rig from Linden like the one I currently use. This way I can kill some of the major confusion you must go through to figure out what works and what doesn't work at this point. lol

  19. It's extremely touchy Sae Luan. If you're trying to rig a meshed skirt. I would say most likely won't work out of maya. I even tried to add bones to the skeleton that is provided to Maya users from the file that Karl gave me. But that file is actually same I had found from SL. Whatever Linden Labs does to make it work in their world only they know at this point I'd say. So for example you doing a rigged skirt would be like me adding bones to the basic rig. This way I could have fingers and tongue and mouth animations. Until linden labs makes this possible. I doubt it will be doable in Maya. Sorry for late replies I been so busy learning. =/ Anyway, if you do find a method please share it here. I tried to add bones to my rigged gorilla avatar and it sent my mouth across the land LOL! So I know it's very, very difficult an frustrating at this point. Blender will be your best bet. From what I can tell though. My characters doesn't look exactly the same as it did in Maya. I usually have to really work hard to make it look similar to what I had in maya. Including any mesh attachments because of the difference in proportions. I have seen a guy though supermaxtux I think is his name on youtube at least. He builds mesh avatars as well and they come out of blender. His deformations from weight painting seem more accurate then mine do to he fact Blender being free an open source seems to be where SL is trying to make everyone build. Maya is very advanced, if SL can use all it's power at this point it's very primitive and barely working. So don't let that deture you in anyway. It's not you trust me. Thanks to everyone here I just barely got this working. =/

     

    Not that I think LL is at fault, I think it's awesome they are widening the scope of software that can be used and hopefully mesh will be a higher form of avatar building. Skin weights is tough though, I find if animations are slightly off or don't move your internal rig according to your meshes painted weights. It will flatten! So everything has to be built by you or someone with your painted weights in mind. Also just content creators aren't as tedious about being very accurate with bones. At times you're seeing animations litterally bending and doing things that would break your bones in RL! lol It's good to keep in mind anatomy for this one even though SL is about using your imagination a lot. Some things though should be built with some bipedal or quadrupedal anatomy in mind. This will help making skin deformations very accurate and reduce the flattening you will see at times. Unless you're very double jointed lol. Again though SL really is I'd assume tackling a complex developer side to their world. But hopefully things start to move along more smoothly for them so I can add more bones and just simply use more of a rig built by me in maya instead of a basic rig with limited options. Medhu really has done some creative thinking though, using the weight system and bones that you do have to create facial movement. Some is better than none of course. Hope this helps.

  20. Thanks Med, no problem. You guys were very helpful. But I finally figured out my problem. This really annoys me to because it's now come full circle and the work load to make this stuff usable is worse than a full time job. Something I don't even have right now infact I don't even have a technical job, so that's where all my free time comes from lately lol!

     

    Ok so what finally got my eyes, tongue, teeth gums into the world was not parenting to the bones. It's actually the opposite and infact really stupid and non productive way of rigging a mesh. What you have to do is if you're a maya user that has 2011. I speak only for 2011 that's how touchy this is. But again if you're  maya 2011 user. You will have to use the skeleton that Karl has here in these postings. Again you'll setup your maya axis to Z up. Reason for this is you'll first want to be able to work off it without fighting to work on it from it's side. Maya has a different default axis I think it's Y up instead of Z. Also be very careful moving the skelton around to fit your mesh. Z is where the skelton should remain up. Or it could break it during an upload to SL and not recognize your skin weights, joints. So do your best to move your mesh and it's body parts eyes etc to the skeleton. Once it's all scaled to the skeleton you can move the joints around to get it exactly where it needs to be on your mesh. Example moving the wrist joint of the skeleton to the wrist of your mesh lining it up.

    So anyway to set up your axis go Window> Settings/Preferences>Preferences>Settings and select Z up for World Coordinate System. Than save out. You should know see the skeleton facing you instead of on it's side. The camera is a little buggy in this view. Maybe you know how to setup the camera's in maya to work a little better but I don't lol.

    Next I'm assuming anyone who works in maya has their Mesh done. Example just like mine. A full body mesh, tongue, teeth/gums and pair of eyes. So say you combined your mesh together with your eyes etc to scale it down to the skeleton. If you did this good! Leave it that way don't separate the mesh and parent the eyes to the eye bones. This is where I was going wrong and also why this is backwards on how you should do a mesh rig and why I'm kinda pissed about this.

     

    Again anyway, once your mesh is all one solid piece all parts combined. So if you don't know how to do this spacebar>mesh>combined once you have selected all of your parts you want to be one piece. Make sure you do this step or you won't see your parts in world connected to your body.

     

    Next only thing you have to do is bind the skeleton to the one piece mesh. Up top of maya all the way to the right next to you'll go to where it shows X Y Z next to attribute editor to the left of the button X Y Z cords there. Look for an target looking icon with a little drop down arrow next to it. Click that and select, select by name. A box appears type in m*>hit enter. It should select all bones in your skeleton they are all named mpelvis, mchest etc. Next top left go to animation, once you're on animation panel top right go to skin>bindskin>smoothbind and click the box next to smoothbind to get to the options. Set your options to, selected joints>closest distance>weight blended>interactive check allow multiple bind poses. Max influences I usually put 3-4 and uncheck maintain max influences if it's not already. Dropoff rate leave as default, uncheck>remove unused influences and check colorize skeleton if it's not already. Finally hit bind skin.

     

    Now here is why I'm annoyed. Once it's binded you have to go through to the eye bones and paint in your weights to the eyes. So you can't parent the eyes to the eye bones and say your jaws and tongue to neck. Reason for this is collada is only recognizing one mesh. The minute you parent to other bones it's as if it see's this as separate meshes. It than only reads in the collada file one mesh when exported. This is what was happening to me. My eyes, teeth etc were getting left out in the export or SL just wasn't reading it cause it only wants a single mesh. 

    So instead of just parenting parts of a mesh like your eyes to the end of the eye bones so that you can rotate them. You have ot actually weight them with painting weights just to make them moveable eyes. Really stupid and more time consuming. So again for example once your mesh is binded you go and right click over your model look for paint weights. These menu's are touchy so do it a few times if you don't see it first time. Than right click over one of your eye bones, menu should show up select influence. Make sure you're also you're in "Default Quality Rendering" or you won't see the weights on your model. Renderer>Default Quality Rendering incase you don't know where it is.

    Next you'll go to the tools options for paint skin weights. Select for paint operation>replace than for value 0. If you're on your eye bone say it's left flood it with 0, If you're not sure check that you have it as a selected influence under influence in tool menu. Someimes its easier to choose your bones from the menu. Once it's selected again flood it with 0 for replace. Than check add for paint operation select 1.0 for value and paint a full 100 percent weight on just your eye. Repate that for the next eye. Now you can choose the end of the left eye bone or right eye bone joint. And rotate just the eye. It's acting as if you parented your eyes to the eye bone. 

    That's why I hate this method. It can't seem to pick up parented parts of your mesh. Everything has to be a solid piece mesh. And it's hard to paint weights fully on something when I can't hide my body etc for this way of rigging. Plus you can easy start hitting area's of the inner eye socket with weight when you only want the eye. 

    Also in order for this to work eventually you'll want to add more bones. I think this should be fone. But that also creates more painful working with weights and trying to only hit say the tongue  in a cramed in area.

    Also the weight painting is cumbersome I really hate it. I really like saving some time with parenting objects that won't be doing much but say rotating like eyes. The tongue is different but even than it can be easily manipulated with a set of bones vs lots of weight painting to get deformations that would be nice. 

    I guess i'm asking for too much too soon but I really thought this would be cool to have a solid piece avatar instead of watching people run around with a head that looks bolted on with how it's cut. Now yes it still is going to give that effect. But collada I think maybe linden should buy or something lol. I know I am asking for a lot but it's very, very touchy. it tends to pack a lot of garbage into your file or don't even pack it correctly to be uploaded to SL. So when you upload it and you see your avatar look like it went through a meat grinder it's mostly like collada failing.

     

    Next thing you'll want to do is save your file. Export is as a collada dae file. Don't waste time painting weights till you know for sure you have a file you can work off of. Example you upload it to SL only to find your Skin Weights option is greyed out. Therefore broken file. I'd only go thorugh refining it after you see it will upload with skin weights.

    If you get skin weights and your avatar ends up looking like a chewed up artifact when you wear it. You'll need to use FBXConverterUI. Don't download 2012 it makes more of a mess of your file for SL to not read it at all! Download only 2011 FBXConverterUi. Also make sure if you want your file to correctly read by SL. That you re-export the file as a FBX file. Than you're going to drag n drop it into FBXConverterUI once it's downloaded and installed. Than select Dae Collada for format. Once it converts it you should now have a correctly exported .dae file that when it's worn as long as you paint your weights and refine it I believe it'll show up correctly and not be chewed up. I have to finish mine still. But the good knews is. I can see all of my mesh and no longer is it all chewed up. It just needs to be fixed on the skin weights.

     

    But I have done this hundreds of times already. So this should be a proven way for maya 2011 users anyway. If you run into problems I'd say just expect it. This stuff could react differently depending on how your mesh was built or where it was built even. So you might bring in something from blender but could get a different result than me. Mine was built  from scratch in Maya. Anyway finally my constant frustrations are over for now. LOL! 

     

    Hope this helps and again thanks for all who contributed to figuring this one out. I hope collada starts to look at SL and maybe cater to SL more. It would be real nice if they could refine it better. At this point I don't know if I'll ever be able to keep up and be a developer. I'd have to have a job as a developer to possibly do so LOL! 

  21. ah ok I see, nice idea there. Yea I'm still having no luck with some of the changes to maya I made. So far still just the body rigged.  I'll have to try importing this skeleton into blender and setting it on the SL axis to see if I can get the rest of my model to show up. I know when I was trying with blender it showed those parts but they weren't rigged to the mouth were on my shoulder. lol Yea if I ever finish it I don't mind at all if you want to animate it. Was going to try myself but I'll be lucky if I get in world lol.

     

    I think part of the problem though is Maya, it tends to export a lot of garbage into collada. I usually have to export each part of the model along and also skeleton as all separate obj files. Than import them back in. Good thing is they go right back to correct orientation. So I reparent the parts I want to bones, bind the bones back to the skin, import weights on top of it that I saved before hand. After that it comes up much cleaner in the collada file. Blender don't even recognize what maya is trying to do exactly if I import .dae file into it. So I don't think it's really SL so much at this point. But Maya and Blender that can't seem to export the model as it is in the scene.

×
×
  • Create New...