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Ezkabach Sorciere

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  1. Hi, So as of late I've created 3 full mesh quad avatars. Sculpted in Zbrush, rigged/animated in Blender with Avastar and exported with Avastar. For all 3 of my meshes, as soon as you wear them they put you about halfway in the ground. So only the top half of them are showing above the ground. I can fix it for me with hover height, but others still see me as sunken in the ground. What am I doing wrong, or how can I fix it for others who would like to wear my avatars? I make sure the object is sitting perfectly on the floor grid in Blender before I export and make sure to apply location/rotation/scale. Also some people can see me normally, with my hover height edited, but most still see me and others wearing my avs in the ground. Any help is completely appreciated! Thank you for your time!
  2. Thank you both very much for replying! I think I figured out the issue, when I exported for some reason the armature modifier was not applied to the mesh. I had to select "avatar" in the modifier menu and then the armature was applied. I then used the collada export option in the Avastar tab, making sure to select the needed selection boxes. I "think" that was the problem. Because after I did those things, the skin weights option was available. After following the uploading tutorial, the quad avatar was uploaded successfully and an AO fixed the front leg crossing. I'll be trying it again with a new mesh soon and hopefully I don't have the same issues. I'm sure it was my error, not Avastar. I just want to thank you for the help! I'm very excited about what I can do with Avastar in the future.
  3. Hi again, So I had posed a previous thread about my issues with uploading a custom quadruped mesh avatar to SL, and I decided to make a new thread due to the fact that Avastar is now included. I followed the Avastar tutorial "Rigging a Horse with Avastar" to a T, so I thought, with my dragon mesh. But after exporting Collada (avastar), the uploader does not have the skin weights option available. However, if I export as the default collada, the uploader does recognize the skin weights. But if I check them, the avatar becomes extremely distorted, not just the front legs like in the video tutorial. Even loading a custom pose I did for the mesh as an animation does nothing. It's all spaghetti. If someone can help me I'd appreciate it so very much. Is there anyone for Avastar I can contact maybe? I'm at my wits end. I spent so much time following that tutorial and getting everything to fit the mesh well. Thank you for your time!
  4. Okay, I first started using Blender just a few days ago. I apparently picked it up quick, because I made a 3D dragon (no wings) and rigged it in the first day. I decided I wanted to use it as an avatar in SL, and yes it is a full quadruped. So I got rid of my custom armature and downloaded an SL skeleton, and then conformed that to the dragon mesh in a way that worked as a quadruped. I used automatic weights, if that says anything bad. That fixed my issue with the uploader not recognizing the skin weights. So my problem now is, as soon as I click the skin weights option in the uploader, the mesh gets deformed beyond recognition. It looks like a plate of spaghetti. :/ When worn in world, nothing changes. Even using AO's designed for quadrupeds doesn't fix a thing. Right now I only want it to look the way it should when worn, I'm not worried about animating it yet. Where did I go wrong? Here are my steps exactly, I believe. I think I might be missing a few key things but since I'm new to everything, I don't know any better. -Sculpt 3D mesh, then use Decimate modifier to reduce the poly count to an acceptable range. -Import SL skeleton, then stretch and rotate it to fit the mesh as a quadruped. -Select mesh, and then armature, ctrl p: - Armature Deform, With Automatic Weights. -At this point I test out all the bones in Pose mode, and they all affect the mesh how I'd like them to. -Export-COLLADA -Upload in SL, preview of the avatar looks completely fine, save for a slight rotation issue that makes it appear to be tilted a little upwards. -Select Skin Weights, and the thing explodes into spaghetti. Looks the same way worn in world. Now I can be pretty sure I didn't do something I should have. Can anyone tell me what I need to do? It seems like the whole mass of the mesh gets squashed onto the skeleton and deformed. The mesh is weight painted. I am at a loss here, tutorials seem to be all over the place and I've looked at at least 20 of them. If Anyone could help me out I'd sure appreciate it, and I appreciate you even taking the time to read this. And for reference, I am using Blender v2.75, the new one and I don't believe any of the SL addons work with it. I probably should have started with a biped for my first avatar rig but, I can't bring myself to scrap this project after the work I've put into it. Thank you for your time! I'll owe you one if you manage to help me dig myself out of this mess!
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