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echo Panacek

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  1. thank you for reply rhys, you are correct, so i parented left boob to right thigh and right boob to left thigh, then selected each thigh in weight paint mode and added weights to each boob, but the boob moved in and out rather than up and down, looked strange , no idea how to change the in and out to up and down so i gave up and used sl's and viewers avatar physics which seems to work ok for female avatars, for my beasties i use the above for their tails and as you say its a balance never realised how much work is needed to make a nice avatar, so now i dont **bleep** about cost, the people who make nice avatars are under paid, smiles
  2. thank you gaia, that was the problem, now i only check skin box and all is good something that could save others some headaches : it appears that you must export dae from blender in t-pose for sl upload to work or the arms get twisted, sadly with most free models their arms are at their sides, what works for me is open skeleton.female.blend, delete their model, import your model.obj, scale your model to armature's size and direction, (crt/a, scale and rotation) now align their armature bones to your model, then skin, now adjust the rig to t-pose,(after skinning mesh will move with bones) then select model only and export as modelt-pose.obj, (this saves your model only not vertices in this new pose) open new skeleton.female.blend, delete their model and leave their t-pose armature, now import your t-pose model.obj (which now will be in t-pose) and align with armature, skin using crt/p and select auto weighting, face pos x with this new t-pose rig, (dont forget crt/a, scale and rotation), SELECT MODEL ONLY NOT ARMATURE , now export as dae using preset for sl and open sims upload into sl checking skin box only (smiles at gaia) hope this helps other mesh newbies like me
  3. hi amethyst and thank you for reply, have set all things to bounce in viewer's physics and also body dynamics in perferance i wear the physics or not wear seems to make no difference, so i guess am missing something "For content creators, the key difference between a Fitted Mesh skeleton and the previous standard skeleton is that a Fitted Mesh skeleton has more bones. The rigging workflow is the same except that the additional collision bones are also included in the skinning/binding process. Note that unlike the mBones, you do not need to include all of the collision bones, rather only the ones you wish to use." i used all bones with skeleton.female.blend but no bounce
  4. thanks to gaia and google, i am now able to upload avatars from blender into sl :) i can get nice boob bounce using soft bones in blender but it does nothing in sl :( also using secondlife skeleton is great bec it has all the bones but am not sure who to parent these boob bones to and what weights are required, i have basefemale.dae from sl but cant get her boobs to bounce, i need to learn how to do this bec, yes boob bounce is cute but also alien and t rex need tail bounce please help guys with best way to make the avatar in blender, so sl will upload it and finally boob bounce for my meshes
  5. hi gaia thank you for trying to help, i did as you suggested i only select mesh, faced pos x and exported using presets, this is what i get is it possible that the latest singularity viewer is the problem ? because as you see it is still twisted when i wear it, and i have included worn items just in case i am doing something wrong in sl or my viewer the only way i can upload without problems is when i upload their skeleton.female.dae directly without going through blender 2.7 or 2.71, also the model is horizontal in preview until i check skin box then she looks like your pics but when i wear her it looks and works ok did you upload to sl and wear ? or just preview ? sorry for dumb question but after 2 weeks now, am getting frustrated hope this helps
  6. well bro, i make no changes and when i upload its all twisted, but i use secondlife's latest skeleton.zip i find it hard to believe that second life would not have tested their rig before posting it, so please can someone use skeleton.female.blend using blender 2.7 or 2.71 and export to sl and open sims, then upload in sl and confirm its me missing something or its them
  7. more info that could help to fix my drama ( I hope) its my blender I think ? must be a setting on it that I am not setting if I upload sl's skeleton dae file to sl it works ok but if I use sl skeleton.blend or import their dae into blender, then export as dae using presets for sl all goes wrong, so maybe its not my rigged model above hope someone here can help
  8. thank you so much for posting, i think i followed your suggested changes correctly but no fix i have never read about bind pose matrics, so you are right i have never until now did one of these thingys not sure if this will help but i cant do t-pose in blender my old 2.6 using space bar could do it but with 2.7 i use pose mode and adjust the arms and re weight crt p, maybe this is messing up rig, ( i do 2 lots of weighting 1 so the mesh with more with bones then after i t-pose i do again i must be doing something silly, bec it seems i am only one having dramas please dont give up on me
  9. 2 weeks now but still no luck, i am googled out :) this is what i have done used secondlife skeleton latest version,remove their model and only left skeleton then matched scale and rotation with my model.obj to the their skeleton crt p, auto weighted, tested in pose, all move well, checked weight painting all is blue faced positive x direction, selected both the model and armature then export to dae using preset sl and open sims this is what i get, please help
  10. when i use second life skeleton for blender 2.7 (which i downloaded from sl) in blender and export dae, sl upload works, but when i use blenders armature and export dae, sl upload grays out the include skin weights and joint positions box options. i use crt/p and select with automatic weights on both the above armatures, have tried facing pos x and crt a to set rotation and scale before exporting but no luck using blenders armature. have also tried setting rig to t-pose before exporting both rigs work ok in blender using pose and checking moves if any blender 2.7 experts read this, a tutorial using 2.7a eg. loading a anyhuman.obj mesh, then using blenders armature, skin the armature, export to dae, now finish with uploading the dae in second life, i found it very hard to find tutorials using 2.7 for second life.
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