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Posts posted by asteriddle
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When I first made my account, I got a cheap avatar that was Tewi from the Touhou Project series, so I made my IGN Tewi. I eventually got a different furry avatar but kept the name.
Otherwise, asteriddle is my username for everything /shrug
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It's never fun when a place has a mile long rules NC but its never stated if furry/fantasy avis are allowed or not. Like I suppose I could read the room or switch to my human avi to be safe, but...
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MP freebie scrounging let me to these PJs and they don't even fit my avi but. But they're PINK so I gotta make it work somehow
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meow?????????????????
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11 minutes ago, OptimoMaximo said:
This is weirdest thing i've ever seen. I've had all sort of issues with rigging but this one has never occurred to me. All I can suggest at this point is to contact the creator of that devkit directly, as i have no idea what could be wrong there within that Blender setup
Thanks for your help anyways ^^" I feel like its probably a mesh issue because I've used the linked devkit and the TWI fox one and its not working with either
On the off chance someone wants to fiddle with the blend, here it is (couldn't find anywhere saying anything about linking blend files so uhh. hope i dont get sniped)
I feel like what I'm doing wrong is completely going over my head probably -
5 hours ago, OptimoMaximo said:
Perhaps, it's a matter of excessive vertex groups. Bento intorduced the need to remove the unused influences from that list, and if you are only using the tail bones, you may be hitting the limit with all the other vertex groups that are listed but not used to deform the mesh. Try getting rid of all the vertex groups except those of the tail bones.
Went ahead and exported this, and it just floats by the avatar (still not responding to tail animations). It acts as though it's rigged to the head from eyeing how it moves?
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2 hours ago, OptimoMaximo said:
mesh data panel
is this what you mean?
It's weighted to all the tail bones and there's no weights on the pelvis
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I rigged a bento tail using this devkit (using avastar, I used the devkit because it's deformation matched the avatar I was rigging for, plus I couldn't find the extended skeleton), and while in blender it's rigged fine and can be animated, when uploaded to SL it doesn't animate at all - it doesn't even appear rigged. The tail AO I'm using animates the bones, but the tail mesh doesn't seem attached.
(Shown, red is general idea of where the bones are supposed to be, the actual bones in grey were swaying with the animation)
And yes I've made sure to double check to include skin weights and deformations.
EDIT: Tried rigging with the TWI fox dummy skeleton and still doesn't animate
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This accidentally looks like the cover to an emo album
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oh its beach time
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Originally because I was (still am) a huge sims fan back in like 2011. Years later I forgot my account details so I remade after watching Polygon's monster factory episodes on SL.
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I love just messing around.. recently I discovered racing / cars in sl and ive been having a BLAST with my obnoxiously customized freebie car that flips around wildly in the air at random. Is it functional? No. But is it fun to watch? Absolutely.
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1 hour ago, NiranV Dean said:
If your GPU can handle any other Viewer it will handle BD just fine.
i have trouble running most other viewers a well so its definitely an issue with my laptop being old and slowly wearing down 😧
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as it turns out my graphics card cant really run black dragon so i shopped my screenshot to make it look fancier
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total change of subject but for it it's when i see someplace neat on destinations with a description like 'come check out this serene forest!' and then when i get there turns out its an ultra-horny forest club / rp sim
..which is why i don't use destinations to explore anymore
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not edited bc im tired but i finally updated my pjs
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horror, where that horror comes from is up to you
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: p
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First time posting here, hopefully I make enough sense!
I couldn't find anything while googling and maybe I'm not using the right wording, but how would you make two objects have 'connected' textures?
I.e. if an applier is used on object A, the texture will also apply to object B. I've seen objects on the MP that do this (i.e. leg/arm extensions that will take appliers for the original), but don't know how to figure it out.
This is specifically about third party items for an avatar, say object A being the original avatar mesh, object B being an extension mesh that uses the same texture, and the applier would effect both of them despite having no association with either the creator of object A or B.
How does your avatar look today ?
in Your Avatar
Posted
Looks for when 'oh no officer, I have no idea what happened to my husband'