I mastered getting static uv mapped meshes into SL from max. So, I thought I might try something with rigged meshes. I'm having a problem getting a mesh into the uploader that is actually rigged. Every time I upload it, it doesn't give me the options in the uploader that pertain to skinned meshes. Here is what I've done so far.
I am using Max 2010
I have installed the proper SLav plugin, and also the proper autodesk collada exporting plugin.
I used the Slav plugin to produce a mesh to my workspace. I only imported the legs and feet. Everything else I unchecked for import.
I made sure that my units were set to meters.
The result was a fully rigged set of legs. I went into the vertices of the legs and changed them significantly. Then I selected a bone from the skeleton and moved it. Everything is rigged properly. I looked at the rig weights, and everything seems fine.
The legs are only rigged to the appropriate bones. I had read somewhere that it is important that your mesh, no matter what it is, be somehow rigged to all of the bones. So, I selected one vertex, and I rigged it at .001 (.1 %) weight to every bone that it wasn't rigged to. So now all of the bones are spoken for in some regard.
I made sure that the editable mesh was converted to a poly mesh by using the "turn to poly" modifier. I then collapsed that ppart of the stack so that I was left only with a poly mesh with the skin modifier added. I moved some bones to make sure that after this was done that everything was still weighted, and sure enough, everything was stuck properly to the bones.
Then I prepared to export. I exported it as an autodesk collada file (dae). In the export window, I checked "animations", all "deformations", "embed media", "convert geometry used as bones", and I made sure my units were set to meters and my Z was up. In the collada section, triangulate was checked, and just as an FYI, baked animations *was not* checked. Most other things were not checked.
I exported which resulted with a dae file.
in SecondLife, I uploaded the model, and was presented with the upload window. I could see the mesh intact and proper in the preview window. However, any check boxes that involve skinning were dulled - meaning they could not be used. I could not check these boxes that other tutorials say I should be checking. So I'm assuming somehow it was not reading the item as something that included rigging. No skeleton is seen in the preview window - just the mesh.
Max mesh rigged ... problem
in Mesh
Posted
Hey all,
I mastered getting static uv mapped meshes into SL from max. So, I thought I might try something with rigged meshes. I'm having a problem getting a mesh into the uploader that is actually rigged. Every time I upload it, it doesn't give me the options in the uploader that pertain to skinned meshes. Here is what I've done so far.
I am using Max 2010
I have installed the proper SLav plugin, and also the proper autodesk collada exporting plugin.
I used the Slav plugin to produce a mesh to my workspace. I only imported the legs and feet. Everything else I unchecked for import.
I made sure that my units were set to meters.
The result was a fully rigged set of legs. I went into the vertices of the legs and changed them significantly. Then I selected a bone from the skeleton and moved it. Everything is rigged properly. I looked at the rig weights, and everything seems fine.
The legs are only rigged to the appropriate bones. I had read somewhere that it is important that your mesh, no matter what it is, be somehow rigged to all of the bones. So, I selected one vertex, and I rigged it at .001 (.1 %) weight to every bone that it wasn't rigged to. So now all of the bones are spoken for in some regard.
I made sure that the editable mesh was converted to a poly mesh by using the "turn to poly" modifier. I then collapsed that ppart of the stack so that I was left only with a poly mesh with the skin modifier added. I moved some bones to make sure that after this was done that everything was still weighted, and sure enough, everything was stuck properly to the bones.
Then I prepared to export. I exported it as an autodesk collada file (dae). In the export window, I checked "animations", all "deformations", "embed media", "convert geometry used as bones", and I made sure my units were set to meters and my Z was up. In the collada section, triangulate was checked, and just as an FYI, baked animations *was not* checked. Most other things were not checked.
I exported which resulted with a dae file.
in SecondLife, I uploaded the model, and was presented with the upload window. I could see the mesh intact and proper in the preview window. However, any check boxes that involve skinning were dulled - meaning they could not be used. I could not check these boxes that other tutorials say I should be checking. So I'm assuming somehow it was not reading the item as something that included rigging. No skeleton is seen in the preview window - just the mesh.
Any thoughts about what I am missing?
-Whystler