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Eoul Derryth

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  1. Yeah, I thought I recognized your name. At the time I bought your plugin, I was using Maya 2017 (I think) and I did a lot of talking to Cathy, trying to figure out why it wasn't working, only for her to discover my Maya version and tell me that it was made for 2014.
  2. Sorry it took so long to get back to you. You're absolutely right. When I checked for extra necks attached to the bodies before, I just did a show transparent, and I didn't see any. After directly editing, I can now see that the bodies have several necks as part of the mesh.
  3. I don't use Avastar or Blender I use Maya, not Blender I do not have dev kits to other bodies, and I doubt they would be willing to give me one since I am, in effect, their competition. The gatekeeping exercised in their dev kits is distasteful to me. The only plugin available for Maya is AniMATE, and it's not compatible with the version I use. Pardon the language, but I'm really "raw dogging" it on this project As I stated above, the gap seems consistent across the entire range of the Neck Thickness slider when editing shape, so I'm pretty sure I have the weights right. The skin was bound to the skeleton in a T-pose, as close to the original avatar as possible. Since my body is (and I can't stress enough) a DRASTIC departure from the default body, I did all I could to keep all existing animations compatible. Since I'm not making a head, I knew the neck would need to go with the SL standard, and tested extensively to see what and where the weights were on the neck using Black Dragon's pose utility. Pretty sure I need to get hold of an example of this "sl neck" that has been referenced here and refered to all over the internet, but doesn't seem to have a downloadable example of available. Failing that, it's going to be a case of poking with a stick until I get it right.
  4. I've done a quick search for a mesh guide for this "sl neck" with no luck yet. I'll have to do a more thorough search later. Thanks!
  5. Thanks! If I run into further issues, I'll investigate that.
  6. They do? In my case, my eBody Reborn, Maitreya, Belleza and Legacy bodies all seem to not have any different neck sizes available in my inventory, and they don't seem to care if I'm using my Catwa or Logo heads. They just seem to work (see pictures). This is why I assumed that there was a standard neck seam size that everyone used. I've even gone in just now and tested my Legacy, Freya and Reborn bodies against my Logo Mae and Catwa Uma heads. While the seam between head and body is, of course, plainly visible, there is no gap. I did, however, discover a sizeable gap between the default Ruth avatar and the bodies while swapping heads, so that answers the question of if I am the one in error. Also checking my own body against the Ruth head, it appears that while I got the scale right, the position is off. Going back and comparing the bone positions with the MayaBentoFemaleAugust2016 file I downloaded from the SL wiki, there is no such discrepancy. So, in summary, while I don't agree with your answer, in checking and verifying what you said, I can only conclude that I just have to add some to my neck and taper in order to pass through the existing necks on the heads and do my best to just hide it, so thanks!
  7. I'm making a new body for the SL avatar. The body itself is a radical departure from traditional SL avatars (new bone positions, new body proportions, new skin weights, the works), but I made very sure that I was correctly aligning the neck with the default SL original Ruth avatar AND Ruth v2.4, including both mesh and bones(skeleton AND collision bones), to make it compatible with existing heads. My beta tester still managed to find a sizeable gap and size difference between the torso neck and the neck from her Catwa head (see picture). I have the neck edge weighted 100% to the NECK bone, and my tester says the weights appear to be correct, and it looks correct to me. Manipulating the Neck Thickness slider while editing shape shows that the gap remains across the full spectrum. Is there some downloadable neck guide I need, or is this a trial-and-error pain in the butt issue?
  8. I've downloaded some parts from github, but most of what's there appears to be corrupted, and I can't open it in Blender or Maya. I've tried using the Autodesk FBX Converter to see if it could read the files, but it also reports them as corrupt. Does anyone have a clean copy of Ruth2 and Roth2, particularly the feet, that I could download from somewhere? I don't care about the armature, I'm mainly interested in the mesh Edit: Problem solved. Moderators may delete, I can't seem to.
  9. There is a region on the mainland that is mostly abandoned that I've been watching. I've been seriously considering upping my land tier and making my way to full region ownership, and this region seems a really good place to start (and there are other reasons that I like it). Is there anyone at LL that I could contact and have them put the land up for sale for me?
  10. Solution: updated opnCollada plugin for Maya 2010 to latest version
  11. I've uploaded a mesh to the grid. I can rez the mesh and edit it as normal, and it appears exactly as I expect it to. However, when I try to wear it, my camera zooms way out in the negative Z plane and my avatar disappears. I enabled the debug console and noticed the message "LL0ctreeRoot<class LLDrawable>: :insert: !!!ELEMENT EXCEEDS RANGE OF SPATIAL PARTITION !!!" It appears that something is causing the scale of my mesh to be very large, so I rezzed it in the ground again and slid the scale down as far as it would go with the same result. Not finding any help at all for this in-world.
  12. Problem solved, and was so very simple I overlooked it. Wanted to post the solution here in case someone else had the same problem. When importing something, like I did with the skeleton, Maya "helpfully" renames all components with a prefix of the name of the file it came from, so for me "mPelvis" was renamed to "Skeleton:mPelvis." Eliminating the inserted prefixes from the bone names fixed the problem.
  13. It should also be noted that I've attempted to upload using the SL viewer and Kirsten's viewer.
  14. I'm attempting to create a full mesh avatar, but I'm having some problems getting the model to import correctly to SL. I'm using Maya 2010, and I've tried exporting with both OpenCollada and FBX_DAE with the same result. Upon import, the mesh fails to remain bound to the skeleton. Screenshot of import preview window: http://www.freeimagehosting.net/2544d
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