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AkumaShadowWolf

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  1. So for the past few weeks i've been testing to make sure Maya will export smoothing with the .dae files i'm exporting. I'll adjust the skeleton to the mesh and rig it. Then export that and i get a very nice smooth mesh upon preview and equip. After these tests I take the time and fully rig my mesh properly adding weights and then finally export it to SL when finished. No edit to the topology or anything and I can only get simply polyong meshes within SL. I've tried deleting my non deformer history and it frees the mesh, but also deletes the smooth skin binding. I've done this before ive bound the mesh as well and each time it leaves me with a bright green unskinned mesh. The material was deleted with it. I'm at a loss because on paper i'm doing everything right. Simple mesh, delete history, rig the mesh then export. Ive exported in openCOLLADA and the FBX_DAE exporter as well as converting FBX to Collada via their converter and all get the same result. This problem is hurting my brain, soul and willpower. any help is appreiates. :/
  2. Thank you, it clears up some avatar theory as i'm finishing my project!
  3. Does anyone happen to know the general work flow for separating a mesh in Maya and still have it upload as one solid looking mesh in Second life? It doesnt seem so straight forward to me for some reason. iws it as simple as binding the avatar and separating meshes? or is the process more involved?
  4. Smooth sailing! I forsee no problems in the future!
  5. Update! After 2 days of Tinkering (and remembering control select in the outliner) Ive learned that you must individually select bones, at least in my case, and Bind them to joints. The latter two work in maya but fail t upload because they pass the 110 joint threshold. The problem i`m having now is that, after figuring out which bones fitted or not that I wanted on the mesh, the skeleton disappeared on me again with just 105 bones rigged. Best guesses: Second Life doesn`t like certain bones un weighted. (something weighted out of order and excluding a needed bone) Despite limiting infuences to 4 upon smooth skin binding, somehow vertices have more than 4 influences or none or greater than 1 and need to be hammered. Regardless, this will probably be nother few hours of work. But what I can say is that simply rigging it with the Mayastar system IS working! ironing out the rest is the new nightmare. Cheers
  6. Does anyone happen to know, if I were to equip 2 separate avatars whether I would have access to two skeletons? Example, a stand alone avatar and a separately purchased set of bento wings. Or would the two aniations from a blob? Thanks!
  7. The legendary Mayastar owner! Thank you for the reply. That should I believe cover it. I had heard about the 110 limit, but had no idea about only selecting the mesh. What a help. I have progress to look forward too when I mod tonight! Cheers. P.S. I may make a Tutorial for custom mesh in Maya that maybe can be shared later. in addition to your already great tutorials.
  8. Update: I exported my Custom mesh as an OBJ and re imported it then rebound it to the Mayastar bento Skeleton. With this I was able to at least see it in previewer. The problem being...the skeleton is not being seen or sensed, so I can't see my mesh rigged. Again, no idea why this is happening. Any help is appreciated. If i don't export my mesh i get the error again.
  9. Hello everyone, Ive worked with both blender and maya in the past with success. I'm currently using Mayastar in order to upgrade my products and characters to the new bones. After rigging i get this error. After checking the forums, none of the threads point to a clear answer that applies to my situation. I tried stepping back and exporting the default Mayastar avatar to Second life on SL and Firestorm viewers and get the same error. This makes me wonder if there is an innate setting in my maya that is doing this or if something in my viewers. In any case, there are no logs to speak of so I was wondering is someone could help me with a checklist to see what's wrong. All suggestions are welcome. Thank you :)
  10. I had the same issue when I downloaded the `official` bones as well...it can be quite infuriating.
  11. Just for clarification, are you supposed to rig the volume bones in addition to the mbones or are you supposed to rig to the volume bones in leiu of the mbones. Or do both options work? Thanks again.
  12. Thanks for the reply, very helpful, ive seen the resultsin action, but have to start from square one due to the nature of being a creator. Stay cool!
  13. Ive rigged my jaw to the mskull bone and I know for a fact that it does work but I don`t know the script for activating an uploaded animation. I understand that a script cannot affect joints, but instead acts upon uploaded anim files created outside of the game. I was wondering however which command in the LSL library can be used to link these files together to create the animation? I have some scripting and coding knowlege and just need to see an example of one of these scripts in action then i can build my own no problem. Thanks in advance. EWxciting times!
  14. Hi everyone I have figured out for better or worse most of my problems with the help of the community..but i was wondering if anyone knows how to make a stub mesh in maya for SL? I can do it in blender to export my joint data, but in maya it still seems like SL has problems importing it correctly.
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