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Ashasekayi Ra

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Everything posted by Ashasekayi Ra

  1. Getting your shape is the easiest step. There are two many avenues to use: You can use an old Phoenix viewer to download your .obj files for your shape or use basically any current viewer and download your shape as an .xml file. The .xml method is the easiest since it includes the skeleton and geometry in one go. I made video tutorials that cover both methods. My modeler of choice is Blender. But, the steps for getting your shape in are pretty generic and are the same for most programs: Wix Daxter's .XML Plugin for Maya: http://wiz-bg.blogspot.com/p/slav-maya.html SL/Maya Rigging Tutorial: http://community.secondlife.com/t5/Mesh/Rigging-in-Maya-Tutorial-Video/m-p/1490343/highlight/true#M13536
  2. If you are interested in using clothing patterns to make your models, check out the Blender sewing patch. It doesn't have all the awesomeness of MD, but you can use a real world clothing pattern workflow and quads together.. LINK: http://blenderartists.org/forum/showthread.php?258004-Patch-for-Sewing-Clothes-in-blender P.S. Demohero posted a link to a Win 64 Blender build that contains the patch at the bottom of the page.
  3. I'd have to agree that it looks like you skipped the weight copying step in my tutorial. (Granted, you'll surely need to do some manual painting to properly weight that skirt.) If you like, I could take a quick look at the .blend file to confirm that.
  4. freston wrote: I'm pretty sure that limitation con be overcome with a simple patch to the upload code in the viewer. I'm bouncing off getting a mesh enabled viewer to compile under linux though so haven't been able to test it. Yes, Gaia has brought up the topic of fixing that naming issue at the content creator user group. Hopefully, LL will fix it soon.
  5. Problem 1: It sounds like you have a situation where you have some vertices with zero weights. Select the pelvis bone of the armature and move it around. Any vertices with zero weights will not move. Problem 2: If you duplicate a model with weights, the weights will still be there. However, you usually want to tweak the vertices to fit the new avatar not just scale the model. In some cases, you will have to go in and adjust the weights as well. This is especially true if the target avatar is much bigger or smaller than the original avatar you built the clothing for.
  6. First, I'd *highly* suggest that you retoplogize the .obj files that you export from MD. Yes, I know there are people that don't and sale them in SL. But, truly, you will save yourself a lot of hassles and polygon counts if you go ahead and do the retopology work up front. Also, it is much easier and more efficient to tweak weights on a model with quad topology versus one with Delaunay triangles. You can use A-pose instead of T-pose to get better arm shoulder draping. In Blender, rotate the avatar's arms down by 45 degrees. Apply the armature modifier and export out the .obj file as usual. (I scale up the avatar before export by a factor of 1000 to match the scale in MD.) After you finish the clothing, bring it back into Blender. (I scale it down by 0.001 to get it back to the scale of the avatar in Blender.) Then, you can use the Bake to Tpose method Gaia explained with Avastar. Here is a non-Avastar method for dealing with non-Tpose poses: - Rotate the arms of the armature down in Pose mode to fit model (45 degrees in this case). Apply the armature modifier on the avatar. - Select all the bones in Pose mode. Go to Pose -> Apply -> Apply as Rest Pose. - Go back to your avatar add an "Armature" modifier from the modifier list. Pick your armature's name in the dropdown for "Object". - Now, go to your clothing model and do your parenting and weight painting. - Once you are done, go back to Pose mode in the armature. Rotate the arms back to their T-pose defaults. - Apply the armature modifier on the clothing model and the avatar. - Select all the bones in the armature in Pose mode. Go to Pose -> Apply -> Apply as Rest Pose. - Go back to your avatar and clothing item and add an "Armature" modifier from the modifier list. Pick your armature's name in the dropdown for "Object". - Tweak weights if needed, adjust geometry etc. As a side note, if you still want to just use that raw MD model as the upload, I'd suggest you make the weight mapping a little easier on yourself by constructing at least a basic, low poly quad cage for the item. This proxy item can be easily weight painted. Then, you could transfer those weights to your MD model.
  7. You can also skin attachment point bones that have a single name. For example, the uploader will recognizes weights attached to "Mouth" but not "Left Ear". For more information: http://blog.machinimatrix.org/avastar/avastar-attachment-points/ http://blog.machinimatrix.org/avastar/the-second-life-skeleton/
  8. As Nacy said, you want to make sure that you have applied all rotations, scales and locations. The origin point for the curve should actually rest on the curve (refer to the tutorial I did on the pearls on a curve). The origin for the ruffle should rest on the ruffles edge.
  9. If for example, you had an avatar with four arms, the two left arms could be weighted to the left arm bones of the armature. The armature bones don't have to be in the middle of each piece of geometry to work. As for your second question, I'd need to see some pics. I'm not exactly following what you are describing there.
  10. Congrats on getting started in the Blender world. So, there are three main places you can get the avatar for Blender. Free: http://blog.machinimatrix.org/avatar-workbench/ Paid Plugin (Free if you just want the default SL female): http://wiz-bg.blogspot.com/p/main.html Paid Plugin: http://blog.machinimatrix.org/avastar/
  11. Vegro Solari wrote: Regardless of the size and cuteness of "the creators" mythical real life family (perhaps this factor should be regulated & clearly advertised along with each shop's wares), I do not feel that any independently thinking person would ever permit themselves to be automatically guilted into following along with the oftentimes ridiculously concieved policies of virtual product licensing. If you don't agree with the creator's terms, don't buy the product. It's pretty simple.
  12. Spinell wrote: Thank you so much, and also thanks for ncluding pics! Welcome Spinell Thanks Nacy And that is a good point you bring up about snapping. You can use that in conjunction with the technique I described earlier to move an item to the curve that you had already pre-built in the scene in a different location.
  13. So, here is the method I'd use to get something like you described. 1) ALT right click select the edge loop you want to have your beads follow. (Or, just select the edges if they aren't a continuous edge loop) 2) SHIFT + D to duplicate the loop. Don't move the cursor, just left click (or press Enter) to confirm. 3) With the selection still active, use the hotkey P to seperate it. Pick "Selection". 4) Go to Object mode, then select the new object containing just the edge, 5) Go to the bottom header bar in the 3D View and go Object -> Convert To -> Curve From Mesh. 6) Optional: Go into Edit mode to adjust curve if you need to do so. 7) In Edit mode, select a point on the curve. Then, go SHIFT + S -> Cursor to Selected. This moves the 3D cursor to that point. 8) Go back to Object mode. With the curve object still selected, click the "Origin" button in the Toolshelf. Change it to "Origin to 3D Cursor". Now, the origin for that curve is shifted to the point you had selected. 9) Go back to Object mode, don't move the 3D cursor. SHIFT + A and add an 8 x 8 (or smaller) UV sphere that will be the pearl. 10) Enter Edit mode and scale it down small. 11) Back in Object mode, add an Array modifier and Curve modifier. (The Curve modifier needs to follow the Array in the stack.) 12) Under "Object" in the Curve Modifier, pick the name of your curve object in the dropdown. Now, the object and its array clone will snap to the curve. 13) Increase the "Count" option in the Array modifier until it is as long as you need. Now, your pearls follow the contour perfectly. At any time, you can adjust the curve or array as needed to get the look you want. Tip: Make sure to UV Unwrap the model you are using in an array before applying the modifier. That way, all the models will be unwrapped at once.
  14. First issue: You could tackle that a number of ways depending on the mesh you are working with. It would help to have a picture. But, in general, you could try using the shrinkwrap modifier, face snapping with projection turned on or the cloth modifier if the plane will drape over the top of this form. Second issue: I really need to see a picture to understand what problem you are having here. However, if you just want to bake out an ambient occlusion shadow map, you don't even need a litght in the scene. Steps: Go to the World tab and check "Ambient Occlusion". Check "multiply". Go down to the "Gather" section and make sure "Raytrace" is active. Then, change samples to "16". Swith to the Render tab. Go down to "Bake". Change the mode to "Ambient Occlusion". Check "Normalized" if you prefer a map with a white base instead of grey that ignores the color you've assigned to the model. Then, click "bake". If you want to bake a "Full Render" instead, you'll have to learn a little about lights. Here is a good tutorial on the subject: http://cgcookie.com/blender/2009/07/07/learning-3pt-lighting/
  15. Thanks Gaia ^^ Really excited about "include UV textures".
  16. Fizz Savira wrote: Thanks Asha! Loading factory settings fixed the problem, but now I'm a smidge stuck. I setup a keymap awhile ago (blender 2.59) so that I can use blender on my Mac desktop and my Mac laptop (which doesn't have a numeric keypad). I tried resetting to factory defaults, and that fixed the shift key issue. As soon as I imported my key configuration again, the shift key broke. *sigh* Time for some drudgery to fix that problem. Ah the blender life Ouch. Sorry you'll have to rebuild your keymap. I've managed to avoid remapping keys, thank goodness.
  17. Fizz Savira wrote: Ok, this is definitely off topic, but since the last comments talkd about blender 2.64... I'm trying the beta of 2.64, and noticed my fingers are getting confused because right-mouse click on an vertex/edge/face is cumulative, where in 2.62 I had to hold shift to get that effect. I've stared at the input stuff in preferences, but can't see any difference between 2.62 and 2.64 (I even tried loading in my previously saved input configuration). Could a wizard kindly explain how to get the 2.62 behavior? Or how to change 2.62 to do what 2.64 is doing so I can just get used to it? And... furthur testing showed this - if I never press the shift key, it behaves like 2.62, but as soon as I do, the shift key acts like it's stuck on while right mouse clicking on items. Bug? Feature? *sigh* It sounds like you are using a buggy copy of the program. I'm using the latest daily build of Blender (factory default), and the selection tools act as expected. You still have to hold SHIFT to make a cumulative selection. If you don't hold Shift, you just select one element at a time. You may want to return it to factory state: File -> Load Factory Settings.
  18. I have to say that I have been having a good time exploring the creation tools in CP. Beyond that, it has that creative, friendly community feel that SL used to have in the early years. Of course, if they get massively big, that will fade like it does in every VW, but it is still nice to experience while it lasts. At the end of the day, I do hope that the Lab looks at what can be done and notices the excitement that just the shader system alone has created. That isn't even counting the fact that you can bring in custom skeletons and animate rezzed objects.
  19. Did you check that the normals were facing the right way? Also, are you using more than 8 material ids? If you use more than 8, the geometry with the extra materials will look invisible in world.
  20. Masami Kuramoto wrote: Instead she claimed that the problem magically went away after a program restart. Today we know that this wasn't true. "We" don't know anything isn't true since we are not sitting at her desk when she opens Blender. I know for a fact that I have found errors clear up after a restart or after exporting/re-importing a model. It isn't that uncommon. Anyway, I have seen her thank people for advice on this forum many times. She has thanked me in person inworld on one occassion. So, I have no idea where you are coming from on that point. As for people sharing information about a fix, I agree it is polite to come back to the thread and share the solution. In this case, that is what she did. She said a restart fixed it. There is no reason to think she is making it up for the lulz.
  21. Wow Masami. What exactly are you trying to accuse Pamela of? Making up bugs to make Blender look bad or having actual bugs that she doesn't share the fix to? It really can't be both. As for her sharing .blend files, why would she since she is obviously working on merchandise for her business. When someone posts a problem on this forum, none of us are obligated to respond or "waste their time" as you put it. I'd also point out that there are a number of threads on this forum where people new to Blender post a question and come back later and say "nevermind, I figured it out". She is hardly the only one.
  22. Martiin Clarence wrote: So...I booted my PC today, put some Rick Astley - Never Gonna Give You Up as background and finally solved it in blender 2.63. Or actually more like 'solved", because weights calculated with Bone Weight Copy seems to not work properly with my model, and every time I'm trying to paint weights to my own it doesn't work anymore. I guess that's another thing to figure out. Hiya Martin, You most definetly can use 2.63 and 2.63a to make rigged mesh just fine. I have found that the Bone Weight Copy script is buggy with those versions though. You may want to try a different add-on called MeshTransfer. It's been working great for me. You can learn more about it and download it from this thread: http://blenderartists.org/forum/showthread.php?244981-Addon-MeshTransfer-(update-10.02.12)&s=6f57bd44452153736a138150c2dc6965 Otherwise, I can take a look at your .blend file if you can't figure out the issue with your weights.
  23. Not sure if this helps. But, the other night, I had the worst problem with this figure ending up in every bake of this one outfit. It drove me nuts. Later, I realized that I had a backup copy of the figure hidden on the same layer as the outfit. Once I moved it to a new layer, the bake came out as expected.
  24. TransPleasure wrote: No worries, just kidding, I just feel soooo amateur I think I need again all basics, and I guess thats going to scare you a bit Ah, ok. My mind went to the gutter. But seriously, feel free to PM or IM me with tutorial suggestions. I'm always curious to know what areas most people have problems with.
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