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ariakin

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  1. YESSSS!! It works perfect! Using FBX exporter i can see the bones name The problem was the order of bones in .dae file ...simply, I paste de chain of bones AFTER the existing bones...it doesn,t matter if you repeat bone names... So, this workflow works very well, only be care with order name of bones Thank you very much!!!
  2. Hi again! I made a video with my workflow...please, look at if anybody find an error. https://vimeo.com/47301728 I found this process in the thread http://community.secondlife.com/t5/Mesh/Questions-and-now-some-answers-exporting-3ds-max-rig/m-p/1382149/highlight/true#M11699 Thank you!
  3. Hi Kwakkelde! Thank you for your time I got the skeleton ( and default mesh ) from SLAV plugin ( free edition ) , loaded in MAX 2012 64 bits. After this, I modeled this simple body from a box, and poligonal editing, over the model that SLAV made. I used resetxform to reset al transformations in my model, and use SKIN modifier to add 26 bones. Its very strange this offset of mesh, because ihave not made any transformation of it. I´m working now, but in a time, i will upload a video to vimeo
  4. Hello! I´m trying to upload a rigged mesh from 3dsMXA and i´m getting crazy :/. I followed some workflows i found in this forum, and finally, got a scaled model wich is deformed by the skeleton...but this deformation is incorrect, and the mesh has a offset in position from correct position http://imageshack.us/photo/my-images/708/eroroskin.jpg/ I went into this post http://community.secondlife.com/t5/Mesh/Questions-and-now-some-answers-exporting-3ds-max-rig/td-p/1382149/page/4 and made ( I think so ) the two or three process they explained step by step...but the image show my result :/ If you need, i could do a video with my complete process Thank you!!
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