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Poulet Poindexter

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Everything posted by Poulet Poindexter

  1. i forgot to reply and tell you i figured it all out. thanks again for the help. in fact i figured it out sevral ours after makign the post here. you guys can close this one now. thanks again for all the help. cant wait to make more cool stuff and transfer it over.
  2. Its been a long time but i got the bug again and ready to try and import my own rigged mesh character again.negative is I'm having half the problems this time. A friend suggested i use FBX 2011.3 Plug-in for Maya 2011 64-bit, to transfer my mesh files. they have been working perfect. problem is now that i have a fully rigged av on my maya screen, the "Reference options" and "Include Options" tabs are all greyed out. because of this i cant transfer over texture info unless i upload the textures separate. most importantly, im not seeing 1 option in any of the drop downs for my bindskin and rig. a autodest tutorial said its located in the "include options" tab but the tab still refuses to let me check any of the boxes. it has to be there because there are tabs and checks for animation info. I would really like to get this down this time so i can finally put my skills to use in secodnlife. Any help would be greatly appreciated :catsad:.
  3. Thanks a whole whole bunch. im heading otu for the week to visit family. when i get back though or when i get a chance, ill make sure and try the links. thanks a whole bunch. . ill keep you posted if i get ti going.
  4. well i tried what you said and it still didnt work. only thing i can think it could be is the export settigns im using for Collada. maybe its also that im using version 1.4.1 as well. I tried looking for a download of version 1.4.0 but couldnt find it anywhere. i did the trick you told me but it still freaked. Don really get why its doing this. i wanna give up but i cant help but wanting ot push on. :catsad:
  5. to be more clear here is everything that happened. i started off with loading up the scene with my character mesh already in it. when i imported the rig that way it seemed to pic it up fine in secondlife. for some reason though when i made a new scene, like a empty maya file, and imported the rig first then the mesh sl wouldn't pic up the rig. as for the rig, at first i was taking it from a file i had found online, after seeing that it was a terrible file, i found the MEL script that allowed me to import the rig directly from the game. that's when i had actually got the import into sl and it actually work. problem was i go the head distort effect.
  6. yeah your totally right seriously i do care i was just really upset. haven worked on this 2 days straight and getting nowhere kinda had me upset. ive submitted a .ma file for you and again, my deepest apologies for my reaction and all. .ma file here: http://depositfiles.com/files/i4gtua305
  7. this is ridicules. i just made the rig from scratch from scratch and when i check for it to include translations, it deformed again i don't know what to do seriously I'm stuck here. I hate to make this personal but i can't help but take it that way. i spent years doing 3d work, even for a studio and this lil program is wuppin my ass. yet some copywriter infringement **bleep** can download half life skins and throw them on his sl rig. reason i was so hard on bringing this into sl was because the guy i made this for, was gonna pay me extra if i could, that and it would have been nice to give a lil something back to the SL community after being a part of it for so long. if yall wanna help me with this here is the rig i made below, I would give the model as well, but its property of my employer. besides that im done, i give up on making anything mesh related for sl. Requires Maya 2011 or higher: http://depositfiles.com/files/jg7cpzmym
  8. yeah im going to have to make it from scratch cause ive imported the rig from the actual second life folder and even once imported it with no changes to the rig at all, checked the joint positions option and it still flipped out. so if i make this from scratch should every single joint be 0 on all fronts transformations ad all. i mean i can really do it but is SL really going to be that **bleep**?
  9. I REALLY dont wanna have to rebuild the rig, but if thats what ill have to do, then ill do it.
  10. well i just tried doing it again with the refresh and such and got the same result. i also tried doing it with the joint position included checked and the camera shot up into the sky and it was deformed even worse. bellow is a link to a pic of how it looks when i transfer it correctly. see where the head is, its suppose to be up higher. I moved the joint up there during the rigging process, buy SL wants to snap it back down like if it were a normal human rig. http://s18.postimage.org/rmla2lmbt/Untitled_1.jpg
  11. thanks im sitting in preview server right now and ill try it right now and see if it fixes my problem.
  12. as you suggested ive done everything that you said excpet the last step about making sure the SML was set to false, how do i do that?
  13. So i have a extensive history with Maya and 3D rigging. Here is my issue. now i know moving the joints of the rig is fine before binding it. the problem im having is after i rig the character perfectly, i go to import it into secondlife, i connect it to my character, and im getting deformation. I know why I'm getting it., my joints are snapping back to there default area. see, my character is a reptile with a rather long neck and long arms. So when secondlife forces my rigs joints to scale back down, the arms are shorter and the neck just caves in on itself. any way i can fix this? Is it even possible for me to keep the joints extended? please help, ive been at this for 6 hours now.
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