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VulpesVulpes666

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Everything posted by VulpesVulpes666

  1. I somehow manage to bind the mesh to Avastar without losing the parts.but only to classic bones,when i try to make it fitted mesh part of the object dissapears,and also i tried previous versions of Avastar it also failed,I think it has to do something with how collision volumes respond with binding transfer between classic and fitted bones(colision volumes).The problem is that i can't use sliders at all,it comes to fatal deformations of the mesh itself when i use sliders.I don't want to put the blame on Avastar,maybe it is some bug in Blender or the mesh is somehow screwed,although i tested the mesh completelly on double vertices and such.I don't know Gaya i could send you blend file to see if there is a bug,you are the pro after all.Thanks for reponse.
  2. Hi guys ,i've made this shirt with hoodie and i have some issues with fitted mesh: as you can see i have used the fake mesh trick to cover backfaces,so it doesn't appear transparent: this is how it looks like when it is not yet binded to Avastar armature,and unweighted,but when i bind mesh to Avastar IT REMOVES that fake part that covers backfaces as you can see it on the next picture with backface culling on: any ideas what i've been missing ?suggestions are most welcome.Thank you
  3. I have an issue riggin an alien,i have followed various tutorials,rigged successfully mesh in Blender but when i try to upload mesh hands get crossed,and believe me i tryied everything,as you can see on the picture and this is how it looks rigged in Blender
  4. Does anyone know how to model the hair strains shown on the picture?i'm opened for any 3d software soulution,should i use NURBS surfaces,polys...or whatever.THX in advance
  5. Thank you for the explanation,now i totally understand:matte-motes-nerdy:
  6. I am wondering if someone could explain me the advantages of using quads over tris in mesh rigging,weighting or baking processes,other words what can you do with quads that you can't with tris?
  7. Strange it worked in Firestorm problem solved:smileyvery-happy:
  8. I have successfully uploaded dress in Aditi but when i try to upload it into Agni SL crashes,it also happened to me before when i check Skin Weights button it just exits the program.Any similar cases?
  9. Welcome to the club sister,had a same issue i made dress in Marvelous Designer that contained layers and the best result i had was when i increased the offset between meshes,most desirable thing is not to use multiple layered meshes,Avastar is the best choice we have currently but weights from meshes and bones are horrible better is to make your own body suit already carafully weight painted than to directly using it from Avastar meshes,all i can say good luck and don't give up your day job:matte-motes-big-grin:
  10. That is a great news Gaia at least it is something as long as i don't have to spend real money on testing the mesh,valuable information can really save you some money,i am deeply grateful because i spent a lot of L$ for broken items,for which i now regret,you see i am new to all of this i am almost 2 years old resident of SL and i was using it just for fun and recently(almost 4 months ago) i came up with the idea to invest some efforts to make some cash out of it,i have knowledge of 3d graphics from before,i was even programming in 2003 game engine based on a grid terrain model much like the one that SL is using,it was a 3d engine based on cells and each individual cell was containing certain amount of triangle fans,i even implemented tools for terrain editing,in that time i was inspired by Morrowind game engine that really blew my mind,it also used OpenGL rendering system,but that was a time of great hardware limitations,there was no shaders like we have today and the amount of data that can be rendered was also limited,so i quit with that project,here is how it looked like
  11. Greetings Gaia ,the problem with Aditi is limited lindens amount i have received just 15,000L$ and when i spend that what to do then???,at least that is something:smileyvery-happy:, but my mistake i was not informed that mesh beta testing for SL exist at all,"seek and ye shall find"thanks for this valuable info,and also don't get me wrong i don't have anything bad to say for the Avastar you have probably invested ton of efforts to keep this superb addon that helped me a lot at its best,but you don't get all 100% same results in Avastar and SL,nevertheless thanks to Avastar i did much easier and correct job than with just a skeleton rig,it helped me a lot and i am grateful that someone smart made such a great tool for SL creativity:heart:
  12. Thanks for reply i've seen these videos,they're great but i have also seen that major creators of second life clothing are using decimated mesh successfully without problems.Anyways nor SL neither Avastar are perfect,technology still needs to develop in order to not have problems like poke through and alpha masking,BUT how would LL make money if there are not flaws like that,they know it and they don't want to fix it.I would let people first test the clothing inworld and then if it is fine i would let them decide if they want to pay for upload of mesh and textures,otherwise they are making money with broken items,so you need to fix the problems ten times before you finally get the right result,and 10x for example when you pay 30,40 etc. amount of lindens per item you get the idea how much money they can make,it is the lousy and lazy company,without any assistence they don't even provide tools and tutorials(most of them if there are are outdated) for creating better SL.I love SL but monopolism is one of the dark sides of the capitalism,oh well what can we do:smileymad:
  13. I've made this dress in Marvelous Designer and it is made of 3 parts or meshes,skirt,vest,and collar.I am out of ideas how to rig this dress, when i assign weights from meshes(in Avastar) it gives me unsatisfying results,SL avatar meshes are awfully weighted so copying weights from meshes is definetly absurd.Copying weights from bones is even worst,so does anone have any idea how to rig this dress?.Thanks you can see the result in Blender of poking through of one mesh though another when weights are copied from meshes it also comes to distortions of mesh (all kinds) and manual weight paint is impossible in this situation
  14. Does anybody know some good tutorials about texturing of clothing details like zippers,sewing lines,t-shirt collar lines,how to actually add clothing details on already baked texture map in Photoshop or Gimp,Thanks
  15. I have found solution after a lot of experimenting, the trick is to combine weights from bones and meshes both but it still needs a bit of manual optimisation of vertex weights, this is how it looks now, uppermost part of the skirt needs a weight paint job
  16. Gaia excuse me and sorry for being boring but i'm not trying to rig pants but a short skirt,or maybe i misunderstood something,sorry for wasting your precious time:matte-motes-not-even:,and yes my knowledge of Blender is not perfect but i moved from Maya's UI to Blender's and most of the things are totally different,Blender it self is more SL frendly otherwise i would use Maya
  17. Thank you Gaia for your reply,it is an honor,i respect you so much,could you just explain me what do you mean by adjusting mesh to new rest pose,do you mean to remodel mesh to fit that pose?and by making new rest pose do you mean to assign armature with alter to rest pose option?Best Regards
  18. This is awful result when i generate weights from avastar meshes,it is even worse when weights are generated from the bones although there is a less texture distortion but more bleed through
  19. Thanks Sassy i have solved successfuly that problem "first rigging than duplicating":matte-motes-nerdy:
  20. I have made skirt that goes to the knees,how to achieve not to get bleeding through effect and also not to use alphas to hide parts of legs cause it would look stupid,do i have to manualy weight paint the skirt or is there any other method to solve this problem,i've been messing with manual weight paint for quite a while but i never get the optimal result,does anyone know the secret of short skirt making without using alpha masking,i would really like to know that,thank you
  21. I am trying in Blender trick with duplicate mesh and then reversing the normals in order to get double sided mesh and everything goes fine until i try to rig it,i am using avastar addon and when i assign the armature and generate vertex weights and move mesh parts in pose mode everything goes nuts it appears like there are two meshes and all sorts of distortions appear,any sugestions how to solve this problem guys?Thanks
  22. Thanks Cathy i used Maya before for complex modeling but for SL i moved to Blender especially because of the rigging process i use Avastar...Maya is one of the best 3d modeling suits out there but it has its dark sides,sure i can quadrangulate MD mesh in Maya and export OBJ file to Blender anyways,but whole process of making quads in Maya is difficult and it is much complicated with more complex mesh than with the one that was shown in the video tutorials,i will certainly try it and see if i can manage to do it in Maya thanks again
  23. Hi Jake i've tried as you told me,but i don't get spirals only in the case when mesh is closed if mesh is not closed i get spirals,i even tried unwelding polygroups in Geometry->Modify Topology->Unweld groups border and it gave me the same result,i guess the Zremesher algorithm works best only with closed objects,if you want i can send you the OBJ file to try to do it yourself,for me it is not working,greetings:matte-motes-big-grin:
  24. Thanks for reply,i know these videos they are from DITKO University and they are great BUT they don't solve my problem 1.They are meant for very low poly count mesh 2.In first video the solution is close to good you get nice UV islands for further processing but you also get distorted mesh with crazy edge flows and triangles because Zremesher is trying to conform to the polygroups or UV seams 3.In second video solution is less usable because you loose polygroups so you usually get spirals in high poly count models
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