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Ragash Luik

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  1. thanks again for the quick reply gaia and for the support as i explained even in the mail i sent to you, if i try to import back my .dae file, rigged and material-assigned, into blender, it shows correctly and texturized. i start to think is a sort of limitation, of a bug, of sl...
  2. hello to all! im trying to figure out this problem from a week now but without any good result. i crafted a good mesh of hair, applied to them both solid and alpha material, and already tried to import it to Sl to see the result which is, indeed, pretty good. the problem comes once i try to rigg it, i tried to follow mostly of tutorial around and the operation goes succesfull at his end. but once i import my result into Sl the mesh, which is indeed well rigged, lost all its information about material appearing total white :/ someone other encoutnered this sort of problem? thanks in advance.
  3. it was my foult when editing and transforming the mesh i left some vertex messing up the normals a little. A recalculate solved well the problem but now im quite puzzled, i noticed that alpha in static mesh works differently if i "wear" it. is it normal? when on ground... but if i wear it... maybe having to work with normals again?
  4. omg! if you look one thread down yours i was just asking how to solve this problem thanks a lot!!
  5. lol i solved a thing and another problem occur now i can rigg mesh correctly and import them without "strange spikes", BUT if i try to "SET SMOOTH" to let the mesh apperar more clear here the spikes return there are problem registered with set smooth function or im missing something?
  6. All Clear! finally today i imported my fist rigged mesh correctly *____* here a sample: i have to work a bit more with joint offset but i had understand the basics! thanks a lot to all *__*
  7. i dowloaded either 2.49b and 2.59 and usually use the 2.59 cause when i exported collada from 2.49 (rigged, or static) usually the mesh appeared all "bad-scaled" in any cases, thanks for the suggestion, i will restart the rigging with 2.49b and will try some test in exporting statics first ^^ do you use the standard plugin of 2.49b for exporting or the modded one with weight-check?
  8. Thanks a lot Gaia for the fast response! If someting looks correct in Blender but wrong in SL, then in most cases the objects had some Object rotation applied. Object -> Apply -> Rotation helps in these cases. this part clear most of my doubs, in fact i didn't applied the transformation i made to the complete object when imported (i had to rotate, scale move it a bit to be in the correct position with the skeleton). i will check it as soon i'll retun home but i have more question now : its possible to "move/rotate/scale" the joint of the base skeleton of the default avatar to create more complex rigged-mes? or any modify to the base skeleton will screw off all the work? wich Viewer is raccomanded to use for testing import? mesh-viewer beta? (currently i used the Viewer 2 connected to aditi) there is a way to do not let collada "forgot" the material and texture information when rigged? (as i said, if i export the model as statics it has all the information correctly) thanks again for the support! i will add some screen as soon as i can ^^
  9. Hello All Guys! That's the first time i write in here and im sorry if i wouldn't be too much clear, english is not my first lenguage ^^ I started playing with mesh and rigged-mesh but i encounter many problems to create a rigged mesh without "spikes". explaining better the argument: I used an Object formed by different "parts", each of them has their proper UV Maps, Texture and Material in it. When i try to upload it as static mesh it will go without problem at all, fully textured, pretty good, and without deformation. The problem born when i start rigging it: i followed many tutorial about it but i continue to get same errors :/ i started to think at some workpath then but for each path i take there is ever a problem which block my advance -.- let me be more clear: Option 1: Taking the whole model as it is and rigging it. 1 - Parenting All the "parts" of the model to the skeleton of the Sl Default Avatar -> OK 2 - Coping the skin weight from the Sl Default Avatar -> Ok 3 - Posing with skeleton to try the result -> Problem: Each "part" of the model is considered Alone (will send Screen later, now im at work ^^ ) for example: Model composed by Chest - Arms - Hands and if i try to move the whole arm with posing skeleton they will lose the "congiuntions" resulting in fling piece of arms -.- No idea how resolve it. So i tryed with another approach: Joining all the part in three big part (Head, Upper, Lower): in this case the posing into blender looks good, but it will usually generate spikes when imported into Sl or not reconise the weight at all for arms (wich remain in the T-pose like they were maniquin) I suppose that this particular problem is caused by the UV Mapping of the "joined" parts cause they were unwrapped in different Image. Any suggest? I have a last question for other doubs not suiting this particular situation: What operation of deforming/transform is possible to apply to the skeleton? i mean, each time i try to move/resize the skeleton of the default Avatar to be more precise to my model, the result is a crappy spiked mesh that wont follow the rigg at all -.- thanks in advance for your reply, and sorry for my bad english :) later will follow some screen. Ty!
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