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Refja

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Everything posted by Refja

  1. What I just have noticed that the T-Pose at the beginning is missing at all. You need a T-Pose to beginn with. It does not work without T-Pose (Your Ava standing like a T). Your Animation is a simple one, why don`t you try it with Qavimator? It is free and you can do simple key-framed animations with it and it is SL compatible. : )
  2. Hi, I can not really help, we may have similar problems. I had a look at your file and did load it as BVH into BVHacker. It doesnt work in BVHacker, your Armature is all.. it is like imploded. Sadly I can not help but I wanted to suggest to you to use the SL T-Pose Skeleton from the BVH file (not the fitted mesh .blend file). This works well in BVHacker = produces working results. (My problem is that when I attach it to a mesh-avatar somehow it breaks..). The standard answer here is to use Avastar. Avastar would do the job. You can adjust the Avastar Avatar with sliders to fit your shape. Exported BVH Files do load properly. Still I would like to know how to merge a standard skeleton with a standard avatar mesh that can be used (in BVHacker) - what should be a basic..
  3. Hi, and thank you for your reply! This is because I want to save me the step to bring them over to another program again. It works with the skeleton only without problems, but when I rig (ctrl+p -> automatic weights within blender) it to the mesh model and export it as fbx to use it in Ikinema it does give me the error shown in the pictures above. So I figured it has something to do with the mergin of the avatar-mesh and the skeleton file and it maybe is something really simple that I do oversee.. Also to see an avatar deformed like that maybe means something, that it may is a known error people make, like something with orientation, or so.. No ideas at all what it could be? p.s.: bringing the "faulty t-pose" export to avastar and exporting it from there as final does work.
  4. Dear Animators, I want to use some bvh animations, apply them to a SL-Avatar with skeleton and upload them. To retarget the bvh files I use Ikinema Webanimate. If I retarget my bvh file to the Standard T-Pose skeleton from SL (bvh file) it works fine. I can load the exported file into Bvhacker crop&knit, set the T-Pose again and upload the file with no problems. But I don`t want to just see the skeleton, I need to see a character doing the pose as I need to make some adjustments in Ikinema (want to use two avatars so I need to see if I need to adjust hands, etc). To do that I took the .blend file from "Second Life Avatar Skeleton", removed the skeleton that came with it (as it does not work (like with my rigged avatar) and has lots of points I do not need, the standard t-Pose SL skeleton is good enough for me), then applied the Skeleton from the SL T-Pose file (ctrl-p -> apply with automatic weights). So far this works in Ikinema: I can retarget the file and see it animated correctly but when I load it into Bvhacker and crop&knit and apply the T-Pose again the T-Pose is totally deformed. The same in SL, also with the Ikinema file if I try to upload it with the T-Pose it has from the beginning/as default. What am I doing wrong? What am I missing? Attached three pictures with the problem, one from Bvhacker, second how it looks in SL and third how my setup looks in Ikinema (blue avatar is the SL-Avatar with the T-Stand skeleton / working). Before you point me to Avastar, I have bought Avastar but for different reasons (retargeting a bunch of bvh files, easy making adjustments in Ikinema, fbx (bvh) files for blender needs to be converted) I need to use Ikinema. Could someone help me, or as ultima ratio send me two correctly rigged avatars (male & female as fbx) with the (old) T-Pose Skeleton?
  5. Hi, and thank you! I think that clears things up. I was just really irritated that applying textures inside SL is much better then to paint the textures on my UV-Map (using the most space i can get out of it, of course). If I can put different textures(materials) on different faces of on mesh-primitive (cube) then this solves my problem: then I will make a mixture of inworld texturing with repeats and painted UV-Maps. Still this solution seems a bit strange to me but I think it will do and bring out the desired results. Thank you again, also for the video-link! : ) Refja
  6. Hi, I am using the trial version of Maya. I know I can use up to eight textures (materials) per object but can someone tell me how to set a material on one face of a object (better lets say primitive, like a cube, inside Maya - so I can use different UV-Maps on one primitive and get a sharper result)? And for the texturing, I am really irritated that my textured UV-Map looks so pixeled while inworld texturing with tiling/repeating the texture makes it look sharp as a knife - is it really better to texture objects inside SL instead of making unique textures inside prof. Software? Thanks for clearifing that to me and my apology if the question sounds stupid.. Refja
  7. Hello Dear SL-Community, I am just learning the use of 3D-Modeling Software and I am a bit irritated with the texturing. Inside the 3D-Modeling Software I create an UV-Map, export it to, let`s say Photoshop where I apply the textures on the parts of the UV-Map.Let`s say we talk about a matress, or a table. Advantage: I can make unique textures and, per example, the border of the object can have a different texture then the top of the object. Disadvantage: the resolution is too low to have a crispy sharp texture inworld and I can not tile it/set repeats. --- If I just upload the 3D-Model and texture it inside SL I can not make such individual texture which covers different parts of the model (wood + fabric + metal). I use just one wooden texture which then covers the object but at least I can set the repeats, like 4 times, so it looks crisp sharp. Advantage and disadvantage do switch here relative to the ones mentioned above. ---------- I am unhappy with that. I would love to texture my UV-Maps inside Photoshop, making great individual textures, like the top of the table has some scratches but the borders dont have scratches - but the resolution is so bad that I have to texture them inworld.. Do I miss something or is this really the only way? -- Then I would have another question, is it possible to set different materials to the faces of, let`s say a cube? So I can apply different textures on one object/primitive. So I can use a scratches texture for the top of my cube and a different on the sides? Like an intermediate solution for my texturing problem mentioned above? I am actually experimenting with the trial version of Maya. If someone could explain to me how to do it best and if I recognized the limitations or if they are ways around it, that would be so great! : ) Kind Regards, Refja
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