Jump to content

DerpWolf

Resident
  • Posts

    46
  • Joined

  • Last visited

Everything posted by DerpWolf

  1. And no, I didn't mean the same proxy shape can be used over and over. Depending on hairsyle, perhaps... Maybe it is possible to create a set of them, to fit all styles imaginable, but I don't know.
  2. @vixtris Here is the example of the mesh I made for IMVU: http://gyazo.com/376a27eefdfb4ab3230fb378a617b7ab and the shape I used for weighting it: http://gyazo.com/0ed350a0ef0b5ff4ea79d02eeb699e8e In this case, I made the hair mesh first, when built a lowpoly substitute around it, weighted the latter, and transfered weights to the hair mesh using Skin Wrap. In Blender, the same can be done using built in weight transfer (in Weight Paint mode). Personally I find it easier (in some cases) then direct weighting the relatively high poly hairstyle.
  3. In some cases the good solution would be weighting a simple "proxy" mesh and then transfering its weights on the final mesh.
  4. Hieronimos Audeburgh wrote: DerpWolf: when you were setting the parent for your cylinder (control+P), what type of parenting did you use? In this example, there is none. Just Armature modifier. But before exporting I'd need to set parent to Armature (Empty Groups), because for export to SL, mesh needs all bone groups present.
  5. No idea then. Seems like something I do not know yet. Could it be related to some individual settings of your avatar?
  6. Hieronimos Audeburgh wrote: You mean the value here in the object tab right? Yes, you can use this menu. Select all desired vertices and hit Assign. Though not sure what is your problem. Usually such deformation occurs when there is more than one weight. Does it look the same in Blender and Second Life? I am asking because I was not able to reproduce your bug in Blender. Weighting to single bone works just right. http://gyazo.com/013380e6353867d528659eee904300c8
  7. Weighting them to single bone (weight 1.00) should do the thing. Are you sure there weren't other vertex groups on besagews when you tried to weight to Shoulder exclusively? BTW, Preserve Volume is the Blender specific feature. I bet it cannot be exported to other programs.
  8. I also ran some tests today. In "standalone" mode the effect indeed won't be very convincing, I think. But if it is restricted by the local thickness map baked for particular mesh, it gets better. http://gyazo.com/d1c07cc7f6f4fa1acc12003dadb3d8a1 In my test, I used two-layer mesh. The base layer is just a diffuse texture. The second layer is the same texture, but with thickness map used as opacity mask, plus inverted normal map (flat 128.128.0 square in my case). The screenshot shows the object with different lighting angles. Under front light the "scattered" areas look unnaturally dark, but I think it still can be used to simulate materials like ice or crystals.
  9. Jake Koronikov wrote: (Just for fun: Sometimes take one of your normal maps in photoshop, select blue channel, press ctrl-I, save file and render it inworld. You will get a spooky ghost like effect. If you set your environment so that the sun is behind your object...the front side of the object is lit ) ____________________________________________________________________________________________ That's interesting info. I heard that some renderers do not use blue channel at all. I wonder if we can exploit it to fake subsurface scattering.
  10. The last screenshot looks like face normals are inverted. Apply rotation(Ctrl+a), and if normals will become inverted in Blender window, flip them in Edit mode.
  11. No, it seems that the flipping is not an issue. And the Left_Pec should be in this place.Try to Apply rotation and scale, maybe, and see what comes out of that. The Avastar should apply transform before export AFAIK, but this way issues are seen better. Also make sure you are not importing joint positions while uploading to Second Life.
  12. Hmm, not sure, but it looks like vertex weight assignments somehow got flipped at Y-axis. Check your mesh using Weight Paint mode in Blender, see if mShoulderRight vertex group (for example) actually belongs to right side of the body.
  13. In IMVU, for example, making "anyskin" product just a matter of assigning correct material index on your mesh. In terms of compatibility between products, SL leaves enough to desire. Some standardized material system would be a great addition.
  14. I see. So only hope is to make product so popular that it will encourage other creators to adapt their skins for it. Lousy.
  15. I wonder can the skin and clothing layers be applied on meshes? Is there an "official" way of doing that, or some script is needed?
  16. Here is one more way: multiple nested layers with "dots" opacity texture: http://gyazo.com/0cbdae78aae940a30e030fd08f3378bc
  17. Maybe try Applying rotation (Ctrl+A) before export.
  18. Thanks, that explains things. Better representation of in-world shape plus other optimizations... impressive. By the way, I got the mesh to work, it seems my vertex groups somehow got flipped when I imported it first time. http://gyazo.com/1daff4effca41a9da2b1e4a377a8b7d9 Wrong meshing workflow perhaps. But few more questions arisen. 1. The mesh had two materials applied on it in Blender, how can I access the second material slot in SL? 2.http://gyazo.com/cb2621fcf5eee2bcf968e5df58d255a5 Is the data usage too high for this kind of object, or it is OK? (From left to right: land impact, loading, physics, server) 3. I was hoping for similar effect with this tail mesh: https://imageshack.com/i/0ilqzuj , so is there any way to darken inner layers of the mesh ("hair roots") without using additional materials on them? Like vertex color import or probably vertex normal editing?
  19. Thanks, Nalates Urriah, I'd try to check this information. It just too confusing when you do not know what can be done only with Avastar and what can be done without it. Buying it is not yet an option for me; still not sure if I'll be able to do any business in SL. At least they have some "demo" files (avatar workbench), going to try them soon.
  20. Update: seems I'm getting somewhere. The weights finally appeared (looks like parenting is required besides Armature modifier; never needed it during my previous IMVU experience). But the mesh is still corrupted beyond recognition (white thing in center) and it exploded my avi: http://gyazo.com/552a9c4810411a557bb85900ea2c091d
  21. Hello everyone. I bet this topic was raised hundreds of times, but I failed to found a clear answer in other threads The story is following: I was trying to get into rigged mesh making. After downloading a Fitted mesh enabled skeleton from this topic: http://wiki.secondlife.com/wiki/Mesh/Rigging_Fitted_Mesh I opened it in Blender and built simple collar lapels mesh around it. Then I weighted the mesh using Armature modifier and Weight Transfer from included avatar mesh, selected avatar armature first, and the mesh- second, and exported it into *.DAE format. The Apply Modifiers button was disabled, checked Selected only and Export for Second Life (OpenSim). After trying to import it in Second Life, mesh appeared in the importer window, but, as you already guessed, Skin Weights checkbox was grayed out. I tried exporting from both Blender 2.68 and 2.70 with same result. Maybe I am missing some important step? (The funny thing is when I am trying to import my Collada files back to Blender, the weights are back in place). Sorry to bother you, any suggestions are appreciated.
×
×
  • Create New...