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Daemon Sella

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  1. Hi there, I did exactly as you wrote. I did move the L_CLAVICLE and mCollarLeft bones as you can see in this image:  Then I did break connections of all the bones, freeze transformations and delete history. But when I upload it here is the result:  The L_CLAVICLE and mCollarLeft bones seem to snap back to the original position. I watched video in which they use Avastar to rig Quadrupedes Avatar. They rotate, move and lenght every bones and it all works fine. Why can't we do the same on MAYA? I'm stuck. Don't know what else to try.
  2. Hi Kwakk and thanks for answering. I did tick the "include joint positions" box in the uploader to use your custom skeleton. It doesn't work the same. Anyway I'm not using a "custom" skeleton. The skeleton is the one that comes up with MayaStar, the only one usable to rig avatars for Second Life. I just did some adjustments to some mBones nodes to properly match the avatar shape form. You know, without doing that I would have had the mWristLeft up to the middle of the forearm. Anyway thanks for your support.
  3. Hi you all, and thanks for helping me with the following issue. I'm trying to rig a custom made avatar with MayaStar. My custom made avatar is a really big Orc, so fat, with very large shoulders and big arms, legs and muscles. I tryied to rig it just connecting the skeleton to the mesh shape using the "Smooth Bind Skin" feature from the MayaStar plug-in menu. Before lauching the "Smooth Bind Skin" command I moved and rotate some nodes of the skeleton with the Maya Move-Tool and Rotate-Tool to aling them to the shape's joints, just because, as it was, the skeleton will never match properly the mesh shape, being the mesh a non-standard. I moved and rotate the mCollarLeft, the mElbowLeft and the mWristLef and some other legs'nodes and then I created a Bind Pose to use for rigging. After lauching the "Smooth Bind Skin" command I made some weights adjustments to almost every bones and, in Maya, it woks pretty good with each of the animations built in MayaStar. Moreover, starting from the T-Pose, the mesh deforms properly every time I do a rotation on any node. But... when I export it as DAE_FBX and import in Second Life I have an issue. It seems that those nodes I moved and rotated before rigging, go back to the original position and settings, making my avatar's shoulders crushing into the torso. Many deforming issues also on the arms and hands of the avatar. How to do when rigging such a big mass avatars and when the skeleton needs to be adapted to the mesh shape before binding the skin? I'm new to rigging and MayaStar as well, I would apprechiate so much a response rich in details and the simpliest english ever, as mine is too poor. Thanks everyone for reading and helping, take care and have fun.
  4. Hi you all, and thanks for helping me with the following issue. I'm trying to rig a custom made avatar with MayaStar. My custom made avatar is a really big Orc, so fat, with very large shoulders and big arms, legs and muscles. I tryied to rig it just connecting the skeleton to the mesh shape using the "Smooth Bind Skin" feature from the MayaStar plug-in menu. Before lauching the "Smooth Bind Skin" command I moved and rotate some nodes of the skeleton with the Maya Move-Tool and Rotate-Tool to aling them to the shape's joints, just because, as it was, the skeleton will never match properly the mesh shape, being the mesh a non-standard. I moved and rotate the mCollarLeft, the mElbowLeft and the mWristLef and some other legs'nodes and then I created a Bind Pose to use for rigging. After lauching the "Smooth Bind Skin" command I made some weights adjustments to almost every bones and, in Maya, it woks pretty good with each of the animations built in MayaStar. Moreover, starting from the T-Pose, the mesh deforms properly every time I do a rotation on any node. But... when I export it as DAE_FBX and import in Second Life I have an issue. It seems that those nodes I moved and rotated before rigging, go back to the original position and settings, making my avatar's shoulders crushing into the torso. Many deforming issues also on the arms and hands of the avatar. How to do when rigging such a big mass avatars and when the skeleton needs to be adapted to the mesh shape before binding the skin? I'm new to rigging and MayaStar as well, I would apprechiate so much a response rich in details and the simpliest english ever, as mine is too poor. Thanks everyone for reading and helping, take care and have fun.
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