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beanster Potato

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Everything posted by beanster Potato

  1. Rigged mesh uploaded with mesh deformer, is suppose to fits around every avatar shape (like a one size fits all kind of thing). The project viewer can be found here, more info about the deformer and what it does here
  2. Lets give that one more try, thanks Ashasekayi : )
  3. Thanks for responding, thats what I needed to know, alt-s already works a little better than just s in some cases : ) I secretly hoped there was some other magical way to fit the clothes from default shape to the standard sizing shapes better without having to (party) reconstruct the clothing for each shape and redo the skinning and weightpainting. Just resizing does'nt show me very good results.. for example when scaling shorts until the waistband fits, the cuffs gets too big for the legs and similar difficulties when it comes to torso vs. sleeves.. the proportions just dont match up well when comparing the default sl shape to the standard shapes Guess ill continue waiting for the deformer instead of putting too much energy into resizing. With standard sizing (more like alien sizing to me but ok), I meant these btw
  4. Hiya.. During the past couple of months, i've been preparing quite some mesh garments all adjusted and skinned to the default SL shape as this was the best way to go regarding the future mesh deformer so i've been told. Since the release of the deformer is taking way longer than I was hoping for, im considering to size the garments that i've made so far to the 'standard' sizing system and start uploading to the maingrid. However, im wondering if it is even possible to simply resize clothing that were fit to the default SL shape to fit the shapes of the standard sizing system? The proportions dont match up well, especially the shoulder area. Also, is there a specific way of how to resize clothing or do you just grab the whole model and resize it until it somewhat fit other shapes? Similar questions were probably already asked here which I was'nt able to find back, sorry.. and thanks in advance : ) Ps. Im using Blender
  5. Had the same issues yesterday assuming you mean the mesh deformer viewer (which is still not realeased that i know of), it seems to run ok again today : )
  6. Thank you both for the respondses, you're always super helpfull : )) I have'nt been using MD for SL yet because it takes me too much time to do the retopology (because im also still new at that) plus the weighting is tricky which is why i only used blender for clothing so far. Only because you see so many people using clothes made in MD in SL now, i became curious on how they were solving those issues thinking i was missing something. Anyway, guess for now its back to ignore MD or at least untill they come up with some sort of a quads option. Thanks again, sorry for late responds, did'nt get an email notification.
  7. Hello I've noticed that more and more people are using garments made in marvelous designer for SL without doing anything on retopology.. at least it does'nt look like they do by the look of the cages (I've bought a lot of full and non full perm mesh garments, some come with obj. files). I own this software as well but I have'nt been using it for SL.. apart from the high polycounts, I keep on running into another problem. After copying weights and baked to Tpose using blender/avastar, the garment shows very bad distortions at the armpits area which makes sense seeing the difference in the MD default pose and SL's Tpose. But since i've seen quite a lot of mesh in SL made with this software that does not have the same distortion, I must be doing something wrong. Weight painting does'nt seem to be able to fix this (?) Also, i tried to import the SL avatar in Tpose into MD but the draping fails around the neck and top of the shoulders with that pose. Since I know its possible, im very curious how other people manage to use MD clothing for SL without the distortions as shown below. Thanks : )
  8. Thanks for your time and all the info, you gave me a much better idea on how the pose library actually works as well : ))
  9. Hi again ^^ is it possible at all to fully and permanently get rid of the default T-pose by replacing it by a more natural pose? I've adjusted the pose into something that fits my needs which stays in place most of the time in all modes after modifiers were applied to avatarmesh. Only when the armature is selected, the bones switch back to Tpose again in edit mode. I've tried to use 'apply pose as rest pose' with all bones selected in pose mode but instead of making it the current pose as shown on screen the rest pose, it pops into Tpose instead x.x so i guess we're stuck with Tpose forevah? Im not planning to animate, only need the avatar in the right pose to apply & skin/weight clothing to. Thanks : ) blender 2.63 / avastar
  10. Thank you for the links and info Ashasekayi, i've tried to do the retopolgy routine using Topogun last week but.. it made me want to continue just buying full perm mesh instead of trying making my own. The bsurfaces plug-in looks a little less traumatic and time comsuming so i'll give that a go : )
  11. Thanks a lot for your detailed answer Gaia, you've gave me quite some homework Before to start; by creating a new Avastar character, you mean copying only the lower/upper/head meshparts - adjust the shape and use the same avastar armature/bones for the new shape, right? This does make me curious if the clothing made in MD still fits the SL avatar when following your method? For now (still testing and trying) i've imported SL-MD-avatar into MD to fit clothing to before to import into blender to do the skinning/weighting. I thought maybe when fitting clothes to the default avatar shape of MD, the same clothes would'nt fit the SL avatar.. or does'nt this matter any more with the upcoming deformer? Sorry im not very good at explaining.. neither at english
  12. Hi Gaia, thanks for your reply : ) so triangulated mesh can and should be weighted the same way as quad? I guess ill just continue practising then x.x.. doing so with quad worked fine but the triangulated.. well, not so fine lol. Maybe its something else im not doing right.. as a relaxed/rest pose, I use a pose equally to the default MD pose although the MD avatar is a bulkier with shorter arms compared to the avastar avatar (I used SL-MD-avatar.blend as an example to get the avastar avatar as close as possible to the MD av pose) and apply 'bake tpose' function from avastar to that. Unfortunately MD has'nt come up with quad function yet although they've been planning this since over a year if I may believe their past forum posts.
  13. Hallo :) So i've been playing around with mesh/blender for the past couple of weeks (it had to happen sometime) and learned how to make (very) basic clothing in blender, rigging and weighting with acceptable results. However, when I import something i've made in MD, the rigging works fine but I cant get the weighting done in a proper way. Since MD uses triangulated mesh instead of quads, I was hoping someone has any tips or hints on how to properly weight triangulated mesh? Or even better, an automatic way on how to convert triangles into quads? Using automatic weights per bone, deforms the mesh terribly for most bones, especially in case of long sleeved garments. The weight paint brushes does'nt show much improvement either. The 'tris to quads' function in blender is'nt super useful plus that also removes the seam lines that I need for uv unwrapping. Any info is welcome and yes, im new to this obviously, sorry :) Ps. using blender 2.63 & Avastar
  14. Hiya, I am offering a sim with full transfer for total costs of L$ 100.000 (of $350) or best offer. The region Must be moved and renamed on transfer which is included in price. Tier date: 4th Current name: Ducknipple Class 5, 15000 prims. Please IM me ingame if you're interested with the following info so we can set up the tickets right away: - Purchase using $ or L$ Thank you beanster potato +9 hrs SLT.
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