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ydoo Magic

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  1. Where can I find ducumentation for the new AO scripting functions?
  2. Thanks Gaia.. I have been to that page, spent hours reading the posts and trying to follow the video tutorials. It was the best resource I could find, and I'm sure it represents a TON of work. I do not want to appear ungrateful. @Codewarrior : I found many of the dozens of files you mentioned... I watched tutorials by all of the folks identifying which files might work best with which OLD version of Blender. One by one, I loaded the version of blender recommended by the tutorial, followed it, and my imports ALL resulted in wildly distorted meshes or non functional armatures. NONE of them (including the linked page), makes a reference to a Second life rigged preset export setting, or even operator presets. The closest thing to a mention of ANY export options requirements besides collada *.dae are bunches of references to correcting a z rotation. Even the newest videos cut to a 2.49 export add-in to "help". I've been back to Gaias' site as well, and used the site search. The ONLY mention of Operator presets is as a "coming attraction", and the only mention of a specific "rigged SL mesh preset" appears in Primstar documentation as a "features available" graphic insert that is ambiguos as to whether it is a blender or PrimStar function. If you search for "Collada Blender" you MIGHT notice the graphic sidebar has a pulldown named "operator presets" , but again it is a graphic and not indexed.... So .. Gaia did finally "say the magic words" and I am flitting about in my new "me" happily. I only hope that more folks see the post here before they give up or waste all thier creative time trying to dig through the obsolete tutorials.
  3. I know things are quite fluid in the world of blender / SL avatars, and I've spent days trying to read and work through some of the tutorials people are pointing me too. Although I have been familiar with blender and used it on and off for decades, I am unable to follow ANY of them to completion and get an undistorted avatar to import back into SL. Maybe I am expressing the "spoiled child" in me, or maybe I am just tired of reading tutorials that seem to be more directed at identifying all the possible ways you can fail if you use THIS file with THAT blender. Can someone please just post a .blend project and checklist of steps (NOT A VIDEO) that opens the file, select the armature and 3 base body mesh segments, and exports in a format that will properly import to SL for the CURRENT version ( 2.66a I believe) Im not trying to learn to be a blender expert.. I dont want to install 14 versions of blender and import/export across revisions. Im NOT interested in trying to scale a video next to my blender window. Im NOT interested in buying a product that adds another thing to the workflow that will change. ALL I need is a copy of a CURRENT RELEASE blender project that has the default avatar READY to export to SL.. No changes, no "this is everything I had to do to get this to work using the files my friends gave me" tutorials..... Just do this... After you successfully export a "standard avatar" into SL using blender 2.66a, save the project, post it somewhere and share the link. I thought the object was to fill Second Life with new and amazing creations. I understand the motivations to "prove your mad skills by posting youtube how-to's". I know there are also motivations to sell products once you have entered the small group of blender rigged mesh hackers. What I cant understand is the assumption that EVERONE wants to know how to build an armature, link it to mesh and then paint it. How much effort does it really take to SAVE the project file after it has been successfully exported??
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