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C0ach

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  1. Hi - I'm trying to understand how the mesh forms to the skeleton - Can the SL skeleton be manipulated as far as thickness /diameter and does this have an effect on how the mesh is supported around the bones - In a human the bones / muscles support the mesh "skin" and help determine the shape /features - Does the SL skeleton / mesh have the same relationship? If so - what factors determine how the mesh is supported above/around the bones / skeleton? Not sure if weighting plays a part as I thought that just determines the area of mesh that moves with a joint movement I'm just standing in a default pose and the mesh in my case does not form to the bones as expected - Certain areas seem to be collapsed like there is no mesh /skin support structure - Are there uniform vertices of equal height that extend to support the mesh? Any insight to these relationships to help me better grasp this is appreciated ! Thanks
  2. ok I tried everything I could think of - I assumed the skeleton was not ligned up correctly but that didnt work - scale didnt seem to fix it either Anyone have any ideas as to why the skin/mesh looks distorted ( pinched) in various places? Any input appreciated ! Thanks
  3. Thanks to all who replied ! I finally managed to get a rigged avatar - came down to having the correct Plugins-converters (FBX/Dae) Even though my avatar is a giant - Im happy I got this far After uploading and texturing I wear the model and grow as tall as a skyscraper oO Another thing - the mesh looks loose - deformed in certain spots - like the skin is going to fall off hehe I assume its due to not weigthing correctly? Or the scale? Or the skeleton not ligned up perfectly? It causes pulls to the mesh - freaky looking for sure Will have to reseach more on the above issues Thanks! *** I was playing with the skeleton and wonder if that caused the distortion based on another forum post : "From what I know you can not rotate the joints of the default skeleton. You can make them longer or shorter but you can not rotate them otherwise the mesh will become distorted" **** Size issue fixed do to scaling but mesh distortion still there
  4. Hi - Im sort of the Jack of all trades - Master of none type - I learn enough to be dangerous - hehe Never used a 3D editing app before - So I spent the last few days playing with trial of 3DS and downloaded a complete avatar (max file) with textures and rigged I managed after much research to get the avatar model imported ( after a few conversions) into SL I uploaded and applied the individual texture files - all is good So during the upload process I see that none of the options are highlited related to the weights etc So I aasumed I have a bone/rigged issue as it was created in 3DS I assume Examining the dae file I see that the bone info is all Valvebiped - which is not compatible with SL from what I read So I ran the Max SLAV plugin and generated the skeleton structure - positoned it over the model -selected it and went to Skin modifier and added all the bones I figured I had a slim chance I got lucky and it would work - well it didnt I ended up with a model that had the bones sticking out of it and none of the upload options were there again I inspected the dae and see that the required bone names are listed but didnt see this entry as specified in the WIKI "<Name_array id="DefaultClothingItemController-Joints-array" count="26">" not sure where that comes from - the SLAV plugin? I'm happy I got his far - but if anyone can point me in the right direction as to what I possibly missed - much appreciated Thanks
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