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Adele Bumblefoot

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  1. Thank you very much for taking the time to explain this! From now on I am going to only be working with Interactive normalization since... I have been working on the rigging after that and this response and I am back to report that with 4 influences I get no jagged edges. I also found out that although I had begun with the male bento skeleton file straight from the website, importing more rigged items had given my skeleton a problem (transformations in the bones I am assuming) where if I wore a female shape my clothing looked right in-world, but when I switched back to male (I am making something for guys) it was distorted. I began anew using a Developer Kit file and that problem went away too. Thanks from the bottom of my heart for the help and reminders!
  2. Thanks for your answer OptimoMaximo, I have the first things you mentioned right except the normalization I have to Post. Could you please explain what's the difference between the two in layman's terms?
  3. Thank you very much for the response and the reminder about this, I will check that and report back in a new post in a few hours.
  4. Hello all. I have been pulling my hair during the last 6 days trying to resolve this on my own to no avail, I'm at my wit's end. 😢😢😢 I am rigging my clothing item (an ancient roman himation, think of it like a huge shawl) in Maya 2022 where the weights appear smooth. When I move the arms and legs in Maya, the mesh stretches and bends smoothly, it looks fine. Once I upload it to Second Life, any part of the mesh that is affected by the weights of the arm (any part of the arm armature) gives jagged edges all of a sudden. I have checked the bones of my skeleton one by one for transformation accidents (scale, rotation etc) but all is exactly like the original bento skeleton from the website.I tried exporting as FBX 2011 and making it into DAE 1.4 in case that was the problem, no difference. I went to the ground level to avoid the bug I read about deformations when over the ground level, again no difference. I tried using the official SL Viewer, again nothing changed. I also noticed that when a clothing item had weights from both mBones and BONES, then the jagged edges would only disappear if I removed the mBones' influences completely, in previous clothing pieces I made, but this time removing mBones' weights doesn't fix it. What would you suggest I try next?
  5. Hello everyone! I use Maya 2016 and tried both the bento skeletons found here and here. Though the animation plays, it forces the arm to move to the position of the shoulder. Earlier when I made an animation that moved the fingers, when i uploaded it it forced the fingers to move to the position of the wrist. It seems that my animations force the rotating joint to move to its previous joint in hierarchy! I have Maya working in meters, I have the up axis as Y, as suggested in the BVH exporter text instructions. I tried with the SL skeleton before the bento bones and everything worked right. What is going on ? Any help appreciated! P.S: I uploaded the animation on megafile if that helps: http://www.megafileupload.com/1qj1o/test1.bvh EDIT : I tried with the SL skeleton before the bento bones and everything worked right. What is going on ? EDIT #2 : The Exporter found here http://circle.twu.net/progs/ in version 1.5 worked for me. I had been using 1.6 and it kept giving me that error It is disappointing that the official page suggests we use the 1.6 and that I spent 2 days trying to correct my animation and exporter settings, and all this time the version 1.5 would have done what I wanted with no problems Submitted it as bug here https://jira.secondlife.com/browse/BUG-41691
  6. Hello everyone! I use Maya 2016 and tried both the bento skeletons found here and here. Though the animation plays, it forces the arm to move to the position of the shoulder. Earlier when I made an animation that moved the fingers, when i uploaded it it forced the fingers to move to the position of the wrist. It seems that my animations force the rotating joint to move to its previous joint in hierarchy! I have Maya working in meters, I have the up axis as Y, as suggested in the BVH exporter text instructions. What am I doing wrong? Any help appreciated! P.S: I uploaded the animation on megafile if that helps: http://www.megafileupload.com/1qj1o/test1.bvh EDIT : I tried with the SL skeleton before the bento bones and everything worked right. What is going on ? EDIT #2 : The Exporter found here http://circle.twu.net/progs/ in version 1.5 worked for me. I had been using 1.6 and it kept giving me that error I updated the title of the thread as well in case someone else needs to find that.
  7. Thank you all, thank you Tara Moana as well in specific. I was making chainmail made out of efficient low poly torus items (but many of them) and adding a cube to that mesh allowed me to upload it. Just wanted to write that down in case anyone has a similar problem or may benefit from the method.
  8. arton Rotaru wrote: With the FBX 2013.3 Plug-in for Maya 2012 64-bit exporting should work correctly as DAE out of Maya. I downloaded this as per your instructions and used it to export to DAE directly. Then I edited the lines in notepad++ as suggested here https://community.secondlife.com/t5/Mesh/Mesh-Face-Numbers-in-Maya/td-p/2821632 IT WORKED. I will make a few more tests soon and update here. THANK YOU from the bottom of my heart ♥♥♥ this was driving me nuts!!!
  9. Thank you for your reply! ChinRey wrote: I do not know the software you use but in Blender the order of the materials in the dae file is simply the order they were created in - and are listed in. Maybe FBX Converter does something similar? (Just out of curiosity: is there any reason why you use FBX as an intermediate file format? Maya should be perfectly able to write dae files right away, you just need a free plugin for it.) There is one last emergency solution to try if all else fails. A dae file is essentially a text document describing the mesh. You can open it with any text processor and modify it to your hearts content. The syntax differs a lot depending ont he software it was made with but the material nuymbers shouldn't be that hard to find and once you've identified them you can just swap them around. I have changed the material order in the DAE file produced by the converter of 2011.3 for FBX . It doesn't work I use Maya 2012, export as FBX and then convert from FBX to DAE with the aforementioned converter, as is suggested by LL and all the people here on the forums.
  10. Hello everybody, I have spent the last day searching through the forums, following the advice previously posted on similar threads and editing the DAE file as well. Nothing works for me. My problem is that I would like to have absolute control over the order in which the 8 materials I assign to my objects translate into faces in SL. I have observed that the alphabetical order of my materials does not translate, nor does the order in which they are shown in Hypershade. I need to be able to match the face numbers between not only copies of the same mesh but also between different meshes. I am using Maya 2012, exporting FBX and then using the FBX Converter 2011.3, I am converting to DAE. I have deleted the history, froze transforms, even tried putting my objects in a new scene and re-assigning the materials. Nothing, still.
  11. Hello everyone , I am in the final stages of a mesh body and I would like its HUD done by a professional scripter in a timely fashion! The mesh body is cut in pieces and has multiple overlay meshes, all of which have to be controlled by a HUD to make parts of it appear/disappear so that the body can be worn with mesh clothes. What I need from the HUD: Clickable buttons that represent the mesh body, that the customer can click onto and make them appear/disappear + 5 slots to save the current selection of opaque and transparent parts Tinting the mesh body + 5 color slots to save the currently selected color Minimize, Exit buttons We can discuss payment options through message, please contact me in world or in here :) Adele Bumblefoot
  12. Hello all and thank you for taking the time to read this :) I have built a mesh item, as you can see here It is a piece of medieval headgear. All is good as long as I use opaque textures..however when I try a transparent texture? This happens. (I wanted to release this item in both opaque and transparent veil :matte-motes-bashful: ) I have a photo of the object in pieces too, which indicates that it is not a matter of the objects overlapping each other - right? So, I wonder - is it the usual alpha glitch or something I have done wrong with my mesh veil? The texture I am using is a PNG file, I don't know if it matters. I am not using the in-world, edit-menu transparency value at all. It is set to 0, that one. Thank you in advance for your responses ♥
  13. Thanks for testing it! I have tried transparent texture too and it works. Could you try a rigged item that you've made and see if setting transparency in -world,in Edit menu, works for that? I wonder if it is an issue with the meshes I make or a general rigged mesh issue .
  14. The item is opaque when I upload it, the texture I am applying to it is opaque and I am setting the transparency through the Edit menu, in Second Life. When I am applying a transparent texture, it works perfectly. So, the bug is..setting transparency for rigged mesh in-world. ( My original issue was on a rigged mesh cape though I figured it happens to any rigged mesh - hence the simple rigged cube )
  15. I am sorry, had no clue I could share from dropbox! Update: https://www.dropbox.com/s/1ui6aovdfehha9c/test%20cube%20rigged.fbx https://www.dropbox.com/s/kg5kt1uhgf5hjsk/test%20cube%20rigged.dae
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