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npcee

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  1. I dont know why that option didnt work either, but this should be very easy to fix. So, as you saw by the error messages, the uploader only allows a maximum of 110 bones weighted for a single rigged mesh, and depending on what you are making, veeeeeeeeery rarely you'll need more than a dozen or so. So heres your options: - You can use an armature (skeleton) pre-bento... those have less than 110 bones anyway, so even if you weight all of them for some reason, you'll still be able to upload your mesh. I recommend this if you are making simple clothes. (edit: of course this only works assumi
  2. I think this is what you are looking for: However, even if that doesnt work, its pretty easy to just go to the list of vertex groups and remove what you are not using. For example, if you are making shoes, you probably dont need any of those face bones, or wing bones, tail bones, etc.
  3. My guess (and its only a guess) would be something related with alphas. I see this same problem happening when two objects are superimposed and have textures with alpha layers. If thats the case, one solution would be to make the background object an octagonal mesh plane, and then using a texture without alpha on it.
  4. In that image, the whole body is missing.
  5. Can you show images? When you say "alpha maitreya", do you mean the alpha layers in the maitreya hud? or the alpha object that comes inside the maitreya folder? This could either be a BoM issue or simply a HUD issue.
  6. Hum... I think refitting everything in MD for each body is super overkill... when you watch the (very few) videos on youtube of people rigging their clothes, what I notice is that usually like you said the creators have a "target" body (or a favorite body? I dunno...) and they try to get the rigging right for that one specific body. When that is done, they just hide one body and select a different one, and then make small adjustments for that one. For example... something rigged for maitreya doesnt really need a lot of work to also fit legacy, since the bodies are extremely similar (propo
  7. From my experience, all of these devkits (or at least the few ones I tried) were made specifically for avastar. And Avastar will do some correcting on the skeleton before exporting the file (or maybe its ignoring some values and using its own?) Ok, so a few things to consider: everything in second life that is fitted/rigged, be it an entire mesh body, a skirt or a pair of shoes, shares the exact same skeleton. However, something like an animesh horse for example, despite still using the exact same skeleton, would have that skeleton deformed in a different way. Like, maybe the ar
  8. Well, at this point I think its important to understand what is a dev kit and why we need them. I dont have avastar either, but I must have watched dozens of tutorials with it, so from my understanding the whole point of needing a dev kit to make clothes (with avastar) is: a) You get a model of the actual mesh body, so you can make your clothing conforming to that shape specifically. b) The mesh body is already weighted, so instead of using the skeleton to get automatic weights, avastar will just transfer the weights from the mesh body itself and make the whole process less complicat
  9. Hey at least we made some progress! lol The mismatching LOD error thing, I only get when my LODs dont have the same number of faces/materials. So I honestly have no idea why you are getting this error there. In the second picture, that warning about the bind shape, if Im not mistaken I think you get that when your mesh is rotated or scaled in a weird way. So make sure to apply rotation and scale to your objects (select the mesh object in blender and press ctrl + A). That could also explain why the mesh is deformed like that in the preview window. Another theory that I have is that ma
  10. Im pretty much in the dark here, lol. So heres the thing... how about I show you how I do it, then you compare with the step-by-step you are doing yourself? Maybe the tutorial you are following is just missing some point. Now please bear in mind Im pretty much a noob when it comes to this stuff so I have no idea if this is the "proper" way of doing things, but like you said in your first post, most of the tutorials we find are for avastar so we are left with a lot of trial-and-error. 1) So, first, I made this super futuristic and fashionable squared skirt then I subdivided it a lot to add
  11. Oh, I forgot to answer your first question... ever since project bento, you dont need to use the whole skeleton to make fitmesh clothing. In fact, if you are using that full bento skeleton (the one with the wing and hind legs and everything), then you are forced to delete some bones from your vertex groups anyway because theres a limit on the number of bones you can use in your collada file before the SL mesh uploader gives you an error. So yeah, you can delete the unnecessary bones without a problem. Since you are making a skirt, Im gonna assume here that its safe to delete the head bone
  12. Hum... if the skirt is rigged to the collision bones, it should be affected by the sliders. So, I can only think of two possibilities here... either the vertex groups for the collision bones you are using are not "painted" or when you are uploading the mesh to SL you are not marking the rigging options (I think firestorm does this automatically in the newest version, so I dont think its that). You should be able to see if the skirt is weight-painted in blender by going into weight paint mode and selecting the vertex groups corresponding to the collision bones you used for the skirt. And i
  13. From what I got, you already managed to make 90% of the work. The main difference between rigged mesh and fitted mesh (the one that scales with the appearance sliders) is which bones you picked during the process. So it should be easy to make your skirt fitted mesh, you just need to replace the m_bones you are using with the collision bones closer to it. These links should help: http://wiki.secondlife.com/wiki/Mesh/Rigging_Fitted_Mesh http://wiki.secondlife.com/wiki/Appearance_Editor_and_affected_bones
  14. http://opensimulator.org/wiki/Download Make sure to check the configuration page. It has step by step instructions on how to configure it. The very first time running it is a bit annoying because you'll have to create an user and configure some files. But after that you just run the server, configure firestorm (the opensim version) to connect to it and log with the user you created. (ps: you want standalone mode, not grid mode... its much simpler to run too)
  15. I very rarely see it mentioned here, but you can also install a local instance of the opensim server and then test your stuff there. Its like having your own local private grid. I have been doing this for ages, since my scripter days. Pros: Way faster than the beta grid (instant login, no lag), less resource intensive than SL (I cant have SL running while Im playing a game or rendering something, but I can do it with opensim no problem). Cons: The cost will be always zero, so you cant really see how much you would have to pay when uploading to SL and the land impact calculations are
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