Jump to content

AkumaShadowWolf

Resident
  • Posts

    33
  • Joined

  • Last visited

Everything posted by AkumaShadowWolf

  1. Thanks for the check list! 1.) no im using the old mesh and dont have access to bento or any test server (despite contacting support for access) 2.) no 3.) about 4 times the ammount you put (could be a huge issue in the room) 4.) none so far I want a working mesh first 5.) I haven't separated my avatar yet I was hoping to avoid that but may have to. I have some work arounds. 6.) No and i'll check that momentarilly. 7.) Even if not weighted they are often automatically influenced to equal 1, but I would normally be able to see that in viewer. 8.) The previewer is showing my avatar as it should be for how ive prepared and weighted it thus far (yay) 9) No, are there pros to doing that? am i more likely to be successful? Again thanks for the check list being helped and helping can be an arduous task sometimes when regarding art and 3D design.
  2. Unfortunately screenshots won't help because ther is nothing to see. but I can describe to you what happens. I successfully upload the mesh with joints and weights it looks great in the upload preview viewer and goes into my inventory under the correct file name. I then equip it and it sometimes briefly appears then completely goes away. Ive had successful rig tests before to check and benchmark my progress, but whatever is happening I can't even see the avatar. In one odd case I decided to try and re equip my normal avatar and outfits...only to find that my rigging and weights had completely changed and I have to relog to reset it...so something is in fact applying when i equip my rigged mesh. But I cant see or discern the cause. Ive uploaded my latest model from both blender and maya and am having this issue. I hope that paints a clearer picture.
  3. ive uploaded several test meshes from blender as im starting to abandon part of my Maya pipeline. ive solved some origin issues...but when i equip the mesh it simply disappears...nothing is visible. Any ideas?
  4. I@m solving all of my rigging issues one by one and can`t wait to get to the fun part of texturing. However, im having trouble getting good bends on some of my joints namely my knee and elboes because SL needs a very specific skeleton. I was wondering if anyone has overcome that and would be willing to educate a newbie on how to properly paint the weights and or change a small detail in the mesh to help. Suggested plugins are also welcome. Cheers
  5. Hello guys, i've been lookign at some of the other forums as well as many tutorials online for how to animate the jaw by attatching it to the skull by painting weights to it. I was wondering if there are any maya users who can give me a little more insight as I really want to get this right and not have to wait until bento comes out. The blender add on seems a little more straight forward, but considering importing just really messes up the model I'm trying to keep everything concentrated in maya. Step 1 Rig to the skull step two? this is where i'm geting lost, do I have to make an animation? any insight would help and i'm sorry if i'm being vague it's late here. Cheers
  6. Update! I managed to get one rendition to work after smoothing and deleting deform history exporting to FBX 2013 and converting to Collada. It's a pretty odd pipeline though. Does anyone know a better way or have any suggestions or input on why this is working although roundabout? Best
  7. Hello everyone! I am basically finished making a very nice fully rigged avatar that only hjas to be textured, however i decided to try and take it for a test run before i begin that work flow.... Unfortunately there are issues both when exporting directly from maya to Collada or FBX to be converted into blender or autodesks older independant converter. I get several warnings like this one. Warning: 'Null' type not supported by COLLADA. Only the transform data of node: 'transform2' will be saved. everytime I export. The actual problem is that it often does successfuly export, but it's in unsmoothed low poly count condition. This is after converting the smooth filter to polygons or simply smoothing the entire avatar to make that the actual mesh i export. Every single time i lose all of my polygons and this show sup both in Second Life when i preview it as well as Blender when I import it...Blender woud be a decent solution safve for my bones and skin weights being messed up upon import. i've uploaded a few expensive walking blobs because of that. XD Any help would be greatly appreciated. Things i've tried: Using openCollada(although i'm unsure if it's installed right as the installation directions suck) exporting to an older FBX and converting through the FBX converter for autodesk. Importing an FBX to Blender(Which does allow me to re export as a fully smoothed .dae, but the bones are messed up) I'm really hoping my pipeline doesn't have to include rigging in Blender..but i will if I really have to. Cheers!
×
×
  • Create New...