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Ashasekayi Ra

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Posts posted by Ashasekayi Ra


  1. Suki Hirano wrote:

    Yeah I read that thread, it seems to be for blender only. So SL rigging only supports Blender I suppose? Or at least I gotta import projects into Blender to rig.

    No, it doesn't only support Blender. People have successfully brought in rigged mesh from Max and Maya as well. It is just that I'm not sure if anyone has tried to experiment heavily with Daz/Poser collada yet. The .dae format can be implemented in vastly different ways in different programs. So, there is no guarentee that the Daz or Poser .dae will be compatible. So, it is a "try and see" situation.

  2. If you are using the Avastar plugin, you need to use its export button instead of the Collada export under the File menu, and it will make sure to add the missing groups.

     

    If you aren't using Avastar, check your list of vertex groups against this one:

    - crucial list (21)--

    mNeck
    mHead
    mChest
    mTorso
    mPelvis
    mCollarRight
    mCollarLeft
    mShoulderLeft
    mShoulderRight
    mElbowRight
    mElbowLeft
    mWristLeft
    mWristRight
    mHipRight
    mHipLeft
    mKneeRight
    mKneeLeft
    mAnkleRight
    mAnkleLeft
    mFootRight
    mFootLeft

    To add the ones you are missing, you do it one by one. Under Vertex Groups, click the plus icon then type in the missing vertex group. Repeat those steps for each missing group. 

    In the future, if you parent your model "with empty groups" to the armature first before adding weights, you will get all the needed vertex groups placed in the item from the beginning.


  3. Spinell wrote:

    Using Blender 2.6

    I can't find anything wrong with your workflow. I've used it previously to start off an alpha mask. So, it should work properly. It would help to see a picture of the issue though. When you do that sort of projection with two objects that have vastly different topology, the map will not look perfect and have many errors that need to be cleaned up. You may want to try the program Xnormal for this instead.


  4. Arin Ishtari wrote:

    Can you also export items you build to an obj file?

    Do you mean can you export a prim build from SL to the .obj format? If so, try the inworld product MeshStudio. You can find it on the marketplace. It can export your prim build as a .dae file that you can take into your external modeler.


  5. Nacy Nightfire wrote:

    Asha that's a terrific add-on!  What a timesaver.  Thanks for posting that link.

     

    Welcome :)

    @Masami. : Thanks for pointing out that feature.


  6. Kwakkelde Kwak wrote:


    Ashasekayi Ra wrote:

    Thankfully, you can use a free 3D suite to make any one of SL 's assets with the same level of professionalism as you could with Max or Maya. So, in the end, price isn't an excuse for using pirated software in the case of SL content creation.

    I hope I am misreading your post, but I most certainly don't run illegal Autodesk software.

    I use the software for SL because I have it at my disposal, I didn't buy it for SL creation, that would have been insane in my position as small SL business owner.

    Not that I need it at this point or anytime even remotely soon, but if there's a good 3d painting program out there for free, I'd like to know. So will many others I bet.

     

    Hmmm... I' m not sure why you would assume I was accusing you of using pirated software. I had no clue what programs you use. To address your 3d painting question, you don't need 3D painting to make content in SL. A texture artist can paint textures properly in a 2D painting program. They did so for years before 3D paint programs existed. That said, Blender does have 3D painting capabilities. I personally use Blender, Zbrush, Xnormal and Photoshop for most of my work. But. I could do the same work with Blender and Gimp. The main difference is that I'd have to put in some extra effort with the texture painting process.

  7. Kwakkelde Kwak wrote:

    Yes and the point is I can't do what I do using Autodesk products if I choose to use free software. As I said, I'm not made of money and I don't like looking at 10k bills...especially if I can get the same for free.

     

    Thankfully, you can use a free 3D suite to make any one of SL 's assets with the same level of professionalism as you could with Max or Maya. So, in the end, price isn't an excuse for using pirated software in the case of SL content creation.

  8. Masami Kuramoto wrote:

    I've been playing with BMesh since February when it was merged into Blender's main development branch, and all I can say is: You're going to love it.

    QFT!

    That was a great post, Masami. I couldn't agree more with it. To the person that said using ngons is a bad modeling practice, you couldn't be more wrong. The new modeling system is just a tool, a very useful tool at that. A good modeler can work efficiently with ngons, quads and triangles without an issue. Having access to only quads and triangles will not magically make proper edge flow and topology if the modeler doesn't know what they are doing.

    I specialize mainly in character/clothing modeling, and modeling with ngons has sped up my workflow by a huge amount. I can do in two steps what used to take 5 or more when working on edge flow. I can't even express how much of a godsend the knife, dissolve and multiple edge loop deletion has been. The point is that if you are working on an organic model that will be animated, you will still have to give the model proper face loops and aim for all quads by the end. But, the ngons help during the beginning and middle of the process.


  9. Drongle McMahon wrote:

    If you get the error message about same number of faces, you can ignore it for now. It's a bug that it still appears, and you can (should be able to) upload anyway even though it's there (in the latest viewers). The subset error will stop you uploading though.

     

    I've found (at least on the beta grid) that if you go ahead an upload despite the "different number of texturable faces" error, it will upload, but it removes the material id that isn't present in all the LODs. I assume this isn't expected behavior?

  10. Bmesh is just the new modeling system under the hood. So, it can't be turned off or on. In theory, a person could accidentally make an ngon. But, the tutorial Drongle posted does give a good overview of the system. And really, it is a great system for modelers. It has brought in some much needed tools like dissolve, a *real* knife tool, multiple edge loop deletion, inset faces and on and on. The thing is that you should manually get rid of ngons so that you can control what gets turned into a quad or triangle. 

    A great add-on that I found recently is Mesh Lint. It checks your model for ngons, 6-sided poles and other elements that you might not want in a final model. It's been a great help.

    Link: http://blenderartists.org/forum/showthread.php?252575-MeshLint-quot-Like-a-Spell-Checker-for-your-Meshes-quot

    • Like 1
  11. If you have uploaded this model before successfully but find that you can't upload the model (with same file name) again, you probably just need to hit the "Clear and reset" button in the SL uploader. Then, try loading it again.

    If you have never gotten it to upload, you are probably missing the essential 21 vertex groups(bone names) in your armature.

    -- crucial list (21)--

    mNeck
    mHead
    mChest
    mTorso
    mPelvis
    mCollarRight
    mCollarLeft
    mShoulderLeft
    mShoulderRight
    mElbowRight
    mElbowLeft
    mWristLeft
    mWristRight
    mHipRight
    mHipLeft
    mKneeRight
    mKneeLeft
    mAnkleRight
    mAnkleLeft
    mFootRight
    mFootLeft

  12. There's a bug that won't let you upload textures with a rigged dae file from Blender. So, you'll just have to manually apply them in SL.

    As for your textures still not working once in SL, that is a mystery. I'd have to see the .blend file to have a clue about the problem.

  13. For a T-shirt like that, you shouldn't add an entire layer of polygons on the inside that will never be seen. Here is a short workflow example for the collar:

    • Hit "E" to extrude then left click without moving the mouse around.
    • Hit "W" to bring up the specials menu. Pick "Smooth" (not Shade Smooth).
    • Look in the Toolshelf (hit "T" to open it if it is closed). You should see options for "Smooth", turn it up to 2 or 3. 
    • Now, hit "E" to extrude again and pull the selection into the collar. Smooth the selection once or twice.
    • At this point, you should have a small rim around the collar to give the appearance of thickness without tons of unused polygons on the inside.
    • Repeat steps for the shirt cuff.

    As for the shirt crumpling, I assume you used "bone heat"? That is really a bad option for clothing. You should manually paint this or use "bone weight copy". You'll find some SL specific tutorials on clothing and rigging/skinning in my signature.


  14. Naminestolenheart wrote:

    Actually I didn't want to resell them, I wanted to use them for personal use, like having  a unique new shape for myself.  and by the way thank you for the links.  

    You're welcome.

    You should probably contact the company directly and ask about using it in SL for just your personal avatar. 

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