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Gaia Clary

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About Gaia Clary

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  1. "They made it look like in a few short clicks all skin hair etc etc are imported." This must be a total misunderstanding. Blender is of course capable to import virtually any mesh model. And Avastar can of course use any mesh model for rigging purposes. Also Blender can of course handle any texture, also skin textures, and Avastar just can make use of that data. So in principle yes, you can import your full avatar into blender with a few clicks... But you have to get the data first, you need the textures as image files, you need the models as mesh data files (collada, fbx, ... whatev
  2. @Sean Heavy: Thanks for the suggestion. I meanwhile have updated the Fitted Mesh Kit page ?
  3. Hi; Its a bit complicated to explain. But let me try: The short answer for the Howto people When you export with Blender 2.79 then also enable the new option "keep bind info". Then you will see the SL Importer treats the meshes again as expected. But note: This only works when the Armature has been prepared (contains the bind information of the collision volume bones). If you want to know more details, then here is ... The long answer for the Why people In older releases before Blender-2.79 we have added a quick fix for exporting fitted Mesh. With this quick fix it becam
  4. @OptimoMaximo ok, i can see a bit better now how the BVH animations behave. This is my find as far as i understand it from some tests: The first frame is not played (only used as control frame, see Rule 1) The second frame is played 3 times Then each consecutive frame is played once. To get the in% and out% for a loop correct the triplation of the f1 frame needs to be considered in the calculation (see below) So for a 3 frame animation (f1, f2, f3) with one prepended reference frame (rf), the animation plays like this: (f1), (f1), (f1), (f2), (f3) If you w
  5. hi; From the images i suspect you are using Avastar-1 together with the Alter to Restpose feature. However from your rig it does not look like you actually need to use alter to restpose as the rig looks like it is already in restpose ? Your best option here would probably be to do this: Take care the Rig is really in Restpose (ALT-R ALT-G ALT-S) Now bind the mesh either with weights from Meshes or with Weights from Bones (whatever matches best for your purpose) Then no distortions should appear.
  6. Hi; I recently was testing to see if our long standing rules for exporting BVH really create valid animation files. However i found some oddities where the various "believes" on the web did not match with my finds. So i have collected a new rule set for BVH animations that seems to apply nowadays as far as i can tell. However i am not sure if this is totally correct or just works sometimes by chance. The new rules are here: Rule 1: First frame of an animation defines the startlocation of the animation Rule 2: First frame of an animation is not played (unless the animation has only
  7. Today we (at blender.org) have added a new feature to Blender’s Collada Module, that is a very limited support for bind poses. This feature has been added to support foreign developer kits which have been created using poses different from the SL T Pose. Of course our Avastar Blender Add-on does make use of this new feature. But also all Blender users who do not use Avastar for whichever reason can benefit from this feature. A more detailed information can be found here: http://blog.machinimatrix.org/2017/03/23/limited-bind-pose-support-for-blender-279/ The feature can be f
  8. To which version of Avastar do you refer? For Avastar- before 1.7-4: Please update the Avastar version to 1.7-4 and see if this helps. For Avastar-1.7-4: If you can succesfully export a collada file from an older version but not from 1.7-4 then please send us a report into our Avastar ticket system. We will take care of this. For Avastar-2.0-23 and older: Please file a request for testing Avastar-2 into our Avastar ticket system. You then receive a download link for the newest update that we have. Please see below For Avastar-2.0-28 - 2.0-36: Please update to Avastar-2.0-37 and see
  9. DreamCrawler Martin wrote: Gaia, After reading your last message I just tested with your lastest avastar version with the intention of reproducing the same issue when parsing a BVH with translations made in blender Yet again, for me, blender avastar BVH export does not seem to include translations. Or if it does, it gets, somehow, ignored by SL. It depends what version of Avastar you use. For example Avastar-2.0-23 was never tested for BVH exporting... Also as far as i recall the option to allow "with translation" was unintentionally not showing for the BVH Exporter for a couple of Avas
  10. DreamCrawler Martin wrote: I am not a big fan of blender. But made that same animation test with avastar template. Found out you cannot export translations on BVH format on avastar (makes me wonder why). The bvh-exporter in Avastar-2 is capable to export also with translations. I admit there was a bug in the user interface that has hidden the option in some of the beta versions. However we found that the .anim format always seems to provide better results regarding precision of the imported animations. Maybe because the .anim format does not get optimized during import?
  11. We know that there are many people who first want to try then buy, Therefor we offer full money back to everybody who is not satisfied or finds the program is not capable to serve your expectations. So you safely can purchase, test and decide if you want to keep it or give it back if you think it is not good for you. At the moment we are even going so far that we offer the full money back guarantee for everybody who ever purchased this program at any time and has become upset with us for any reason. So far we had one person over the past 5 years who has taken advantage of this offer. Here is
  12. Check here: https://community.secondlife.com/t5/Mesh/Bento-models/td-p/3093882 And no, i still have no permission to modify the wiki page
  13. Briefly: You can use Collision Volumes and mbones both at the same time for weighting purposes. However it may be important to know what that actually means. Below you find an excerpt from the Avastar documentation about Fitted Mesh support Citation from the Avastar.online website: mBone - CollisionVolume pairs We have pairs of (mBone, CollisionVolume) like for example (mPelvis,Pelvis), (mTorso,Torso) etc. For those bones the sum of the weights in both weightmaps define how the bone pair influences the mesh during rotation and translation. While the weight on the Collision volume alone defi
  14. Please see here for updates an Avastar-2 http://blog.machinimatrix.org/avastar/fcs-2-0-25/
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