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Posts posted by wolf Rosea
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Hello, I'm very new to rigging meshes and my understanding of the COLLADA format is limited.
I do not have Avastar and use Blender exclusively.
I have modeled a robe for the Solarian Avatar (later tried to rig it to the default male body from the wiki only to be met with the same issues)
I have been tweaking around with the uploading options for hours and I still cannot get my mesh to upload properly. ) :
All help is greatly appreciated!
The joints seem fine in the mesh preview when uploading, the mesh faces the same direction as the armature in the preview when skin weights are deselected.
So far I have tried :
general- Working with the model facing the X axis in Blender
- Applying all transformations
- Parenting the robe to the armature using automatic weights
- Cleaning up the unused vertex groups with a plugin
- Cleaning up the seemingly unused vertex groups by hand
- Getting rid of all vertex groups attached to bones that start with "m" (like mWristLeft), as suggested by a tutorial
- Entering the custom properties recommended on the Avastar website before exporting into the armature and robe alike
- Object>Clean Vertex Group Weights
- Object>Limit Total Vertex Groups
exporting
- Exporting using the SL rigged mesh preset
- Storing bind info + not storing it
- All Global Orientation options with Z as the head + apply global orientation checked and unchecked combinations as well
in-game
- skin weights, joint position overrides
- include joint positions = non-identity bind shape rot. mat is { -0.46309, 0, 0, 0; 0, -0.91281, 0, 0; 0, 0, 1.51221, 0; 0.0213797, -0.0024529, 1.00136, 1 } bind_rot { 0, 0, 1, 0 } in the Log menu
- "Warning: bind shape matrix is not in standard X-forward orientation." apprears no matter what I do with the model or with the exporting global orientation options.
Solarian avatar specificSince the Solarian blender file that comes with it seems to have an Avastar specific rig I have tried:
- Rigging with automatic weights without any modifications
- Removing all bones that start with a capital letter, like Pelvis, then renaming all the ones that start with "a" from Avastar to their normal counterparts
- Removing all bone constraints
If any further information is needed, I am more that happy to provide. Thank you so much in advance.
New creator, distorted rigged mesh
in Mesh
Posted
I copied over the vertex weights from the model itself as you mentioned and it seems that it's looking a lot better, but it's still crushed and distorted.
This is without any further changes.
By the way, I forgot to mention that the clothing moves just fine in Blender in pose mode.
I also tried copying the vertex weights and getting rid of the vertex groups that were not being used and it didn't change much
I will attach the results below.