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Ickarus0

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Everything posted by Ickarus0

  1. Hi optimo- So I went and deleted the original rig, and have added 'rig only' through avastar, but I can't seem to get the harness to bind to the rig now. The character moves with the rig, but it won't transfer any of the weights or vertex groups over to the harness. I tried using bind to armature set to meshes, and it just does nothing. If I set meshes to 'bones' the harness follows the character as it moves, but then the little rivets of the harness go crazy whenver it gets moved. Any suggestions? Edit- Yep- I tried uploading it this way, and it seems to have fixed the shape issue. The issue now is that I'm not sure what to do about it not wanting to pull weights from the mesh, but the bones only.
  2. Optimo, I just wanna say thank you so, SO much for your help. I'm at work right now so I can't test what you've suggested, but I'll give it a shot. Also- I'd like to note: I submitted a support ticket to avatar last week and they responded with the text and image below (that is their screenshot of the harness, not mine). In short: they got it to work, but it involved uploading the model in the T-Pose and deleting the shape keys. I asked them to clarify because I wasn't sure how to do what they did, but they never got back to me. I tried adjusting the pose of the character before binding and uploading and even deleted the shape keys like they said, but I think I was doing it incorrectly as I got the same issue. I figured I'd share this with you. Again, thank you so much for the help. You've put a lot of time into helping me figure this out, and I am so, so grateful that people like you exist in this community. I'll try and give it a shot when I get home tonight.
  3. Anymore ideas man? Really appreciate the help so far.
  4. I downloaded blender 2.78c. I set the skeleton rotation to zero (they were already at 0, so I technically did nothing to the rig). I took the character (avatar) and applied rotation. I opened up pose mode, and right clicked on every single bone, making sure their rotations were all set to 0 (they were all at 0, so I did nothing to them). I appended the harness .blend object to the dev kit file like I always do. I made sure the harness was at 0,0,0 in the rotation properties. It was. I performed the data transfer by selecting the harness, creating a data transfer modifier, setting source object to avatar mesh. I selected vertex data, clicked vertex groups, then 'generate data layers'. I think clicked on the harness, clicked the rig, and hit ctrl + P 'with empty weights'. I exported the .dae with the standard blender export option. I used the options in the image below for export. It still does not work. The harness is all smashed up inside the body. I tried enabling avastar and exporting it with avastar's .dae export option. I made 0 changes to the rotations you told me to try. It does not work. The harness is wonky and out of shape like it always is. EDIT: I'm not sure if I made this clear enough in earlier posts- although the JOMO avatar in game uses the bento skeleton, I believe the dev kit is using an older form of the rig that isn't bento. For these tests I did not try to update the rig. Is that a problem?
  5. I don't understand what you want me to do when you say bind to skeleton. We've done three different operations. I've used data transfer, I've used weight transfer, and I've used avastar. Which one should I use? Whenever I I click the mesh then the harness, and transfer weights, it only ever transfers the pelvis weights. Literally nothing else. I completely re-downloaded the JOMO dev kit to make sure I didn't accidentally screw up the orientation at some point. When I look at the jomo avatar mesh in the object properties, it is at X= 0 degrees Y = 0 degrees Z = -90 degrees. The jomo rig itself is at X= 0 degrees Y = 0 degrees Z = 0 degrees (this doesn't make any sense to me. Shouldn't the rig and avatar have the exact same alignment?). My harness, when imported, is at X= 0 degrees Y = 0 degrees Z = 0 degrees. I've included pictures of all this below. When I zero out the avatar on the z axis so it's pointing at X+, the rig doesn't move with the avatar, and the avatar ends up distorting itself because they're not in alignment with eachother. Should I rotate the the rig -90 degrees on Z, then apply rotation so the rig and the avatar mesh are properly aligned? Furthermore, shouldn't I rotate my harness -90 degrees and apply it, so that when I 'zero' everything in the transforms (without applying the rotation) it's all pointing to +x? EDIT: I don't understand what's going on at all. As soon as I start moving the avatar or the rig, everything gets *****ed up. This is the exact dev kit link I used. Can you please download it and look at it? https://www.dropbox.com/s/vrgord0vpo9k9hp/JOMO Fox V1.0 Development Kit.zip?dl=0 I'm losing my mind over this *****.
  6. What I don't understand is for half of these procedures I'm not even implementing avastar, other than using their export .dae option. I just did the data transfer method (on Blender 2.77, using this tutorial https://stackoverflow.com/questions/34719718/transferring-rig-weights-from-one-mesh-to-another-in-blender-2-76), and it's once again imported incorrectly. I've applied scale, rotation, and location on literally everything. The rig, the avatar base, the harness. None of it makes a bit of difference. I tried exporting it with avastar's export option, as well as with blender's .dae export option. Neither of them work properly. I noticed that the dev kit has the avatar mesh dummy's rotation set to '-90' in the object properties menu. I tried clicking the avatar mesh and apply rotation, scale, and location to remove that. It did. It didn't make a difference when I rigged the harness to it. I tried applying rotation, scale, and location, clicking the avatar mesh, clicking the harness, and hitting transfer weights. It only transfers weights from the mPelvis vertex group to the harness. Nothing else.
  7. Ok, so I uninstalled the newest version of blender, reinstalled avastar on 2.77 (avastar said it wanted this version), selected both the rig and the harness, and did 'mind to armature, with weight set to 'meshes' and the clear weights and interpolate options checked. It does the same thing it normally does, where it floats off the avatar. I tried installing it on the 2.68 version, but it wouldn't allow me to enable the addon after installation. I tried version 2.75 as well, and although it worked, it gave me a warning that avastar might not work, as it was written for version 2.77. I also tried updating the rig to the extended version in this version of Blender, and did the same operation. No luck. I've also been getting this error which I figured was just a high poly count warning. Dunno if that helps.
  8. Not entirely sure what you mean here. I thought you said I should try not using avastar? Aren't the 'classic' and 'fitted' options things that I would have to do through avastar? EDIT: Ok, so I found another tutorial on youtube and tried that. I literally downloaded the version of blender used in the video so that I was guaranteed not to mess anything up. This is the tutorial. All she does is parent the clothing to the avatar with empty weights, then transfers the weights. It worked in blender perfectly. Instead of just copying the mPelvis vertex group weights to the harness, it copied all of them. It assigned the weights and the harness moved properly as I moved the character's rig around. When I exported it in this version of blender, because I didn't have Avastar installed, I couldn't use the Avastar .dae export option, so I used the standard blender .dae export option (I used the 'rigged' export preset). The result was my harness smashed up inside my characters body. I then saved what I did and opened my newer version of blender (2.79), and tried exporting it using the avastar .dae export option, but it turned out exactly like it normally does. I don't understand this at all. I literally weighted the harness in a version of blender NOT ASSOCIATED with avastar, and it's still messed up. As a side note, not sure if this is useful, but while testing the harness in SL, when I right click on my harness (or any bit of clothing) and hit ctrl + shift, a bounding box with scaling markers appears. I'm assuming this is the collision model for the articles of clothing. The other articles I've made that work fine have their bounding boxes centered on the clothes, but all my harnesses have the bounding skewed and tilted like in the second image. I don't know if this means anything at all, but I'm grasping at straws here. I'm so desperate it hurts.
  9. So, you were right about the data transfer modifier needing to be applied. I did what the tutorial said, applied the modifier and was able to export the harness model, however, it seems to be giving me the same exact issue. See the first two images. One thing I did notice is that when I went under appearance -> edit shape and changed my gender to female, the harness fit like you see in the 3rd and 4th images. This got me curious, so I opened the female JOMO dev kit, and appended my harness. Images 5 and 6 show how it sits on the female body. It certainly fits better, but it's still 'wrong'. After this, I went back into blender, and instead of using the data transfer modifier, I did what you said and just selected the body mesh, then the harness, then clicked 'transfer weights' under the T panel. The 7th image shows what happened. It looks like it only transferred the weights from the mPelvis vertex group to the harness. Nothing else transferred, and when I moved the rig around, the harness (not surprisingly) didn't move with the figure at all. Another thing that I did notice the other day that I forgot to mention is that while exploring the properties of the body mesh (the dummy) there are a series of shape keys on the model (the last image). Could these be presenting some sort of issue? I've never used shapekeys, and although I have a very general idea what they do, I thought SL didn't support them in the first place. I'm so dang confused at this point. And again, I wanna thank you so much for taking the time to try and figure this out with me. I really, truly appreciate it man. Edit- also, if you're curious what the 'avatar meshes' is in the file explorer in the last image, it's just a skirt and hairpiece dummy the designer included with the dev kit.
  10. Sorry for the double post. Meant to attach this as an edit, and accidentally made a new post.
  11. Thanks for all the input man. The JOMO avatar is a mesh avatar using the bento skeleton. One thing I've noticed is that this is 'dev kit version 1' which I think means it's using an older skeleton version (non bento). Inside the dev kit there are two models, a male and a female. (see pic 1) I have only ever used the male version of the rig. Avastar has asked me in the past to update the rig, but I've been ignoring it, afraid of delving too deep into things I don't understand. Not sure if that matters or not. I looked up this tutorial on avastar (here, skip to 2:48 to skip all the bull*****) and basically did the same for my harness, except instead of spawning an avastar dummy, I just opened up the male JOMO dev kit, clicked my harness, shift clicked the rig, then clicked 'bind to armature' with weight set to 'meshes', and the 'clear weights' and 'interpolate' options checked. I immediately exported the result without tweaking anything, and it turned out the same as before. Setting 'bind to armature' option to 'keep' results in the harness not being bound to the avatar (I'm assuming this is for weights that have already been painted onto the armature?) Also, I'm not sure if this matters, but when I try rigging it through avastar using this method, I've found that it seems to delete all of the vertex groups not directly 'touching' the harness (like the feet, ankles, butt, etc.). Clicking the remaining groups shows which parts of the harness mesh are being affected by the various avatar vertex groups. I tried messing around with the Data Transfer modifier and followed this tutorial on stackoverflow, but it seems I'm missing something important. I can get the harness mesh bound to the avatar, but when I go to export it as a .dae, avastar informs me that there are hundreds of unweighted vertices and that it won't export the model. Just like in the tutorial, I told it to use vertex data and vertex groups. In the tutorial he had suggest parenting the piece of clothing to the rig with empty groups. I tried both empty groups and automatic weights- both of them resulted in the same issue mentioned previously, but with the 'automatic weights' setting resulting in fewer unweighted vertices. Unlike the avastar method, none of the vertex groups get deleted, but I can manually select them and see the weights of the different groups on the harness. Not sure what to do from here. If you want, I could literally send you the dev kit and my model. Again, thanks for all the help.
  12. Hi guys. I've recently modeled a harness in Blender for the JOMO fox model (link here). The creator of this model has provided a dev kit which I've used to base my harness off of. The issue that I've come across is that after rigging the model with avastar and manually tweaking all the weights, the harness performs perfectly within blender (I can twist the joins around and the harness moves as it should) but when uploaded to SL and worn, it doesn't fit at all above the waist. I've shown the model to a friend who has lots of experience making models and rigging them for SL/game dev stuff and he's stumped as well. Below are some pictures showing what's going on. I've done a bunch of investigating but I can't seem to pin down any concrete issues with what I'm doing. I'm almost certain there are some minor discrepancies between the dev kit model and the actual in game model, but nothing like you see in the two in game images, so I don't think that's a factor. I and other content creators have tried contacting the maker of the avatar but he never responds. A bit more info regarding the harness and avatar itself: I'm not sure if this matters, but for the object physics on the harness I just uploaded a cube and applied it as the collider. The avatar in these images hasn't had its shape adjusted at all, and I was wearing nothing else that might in some way interfere with the mesh. Out of sheer desperation, I tried exporting my character shape as an .xml and uploaded it through avastar (not really knowing what I was doing at all) and compared it to my harness model. The comparison can be seen in the last image I uploaded. This is just a super random wild guess, but it almost looks like my harness is trying to fit to an invisible version of THIS body shape that is super imposed over the actual jomo avatar. This could be 100% wrong, but it's the closest I've come to explaining what is going on. I tried unboxing my avatar again and applying the harness to that body, thinking I might have somehow screwed up the body shape, but no, it seems to look wrong no matter what I do. I know there must be some way to make clothing for this avatar as there are other 3rd parties that are selling clothing that seems to fit perfectly. I've even contacted some of these sellers to ask what I'm doing wrong, but most either don't respond or are just unsure. If you guys could offer some advice I would be so, so grateful. I've been tussling with this stupid model for weeks. Thanks so much.
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