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Ju Weissnicht

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Posts posted by Ju Weissnicht

  1. If you're working with Blender, the joints offsets are supported in 2.49, not 2.59.

    In 2.49, you just need to select both the mesh and the skeleton before export to Collada, and possibly play with the avatar offset on import in SL.

    Now if you created your skeleton from scratch, maybe you could replace it with a modified version of the default so you can be sure that nothing else than the positions is different.

  2. These last few days I've been trying to work with my usual building partner and his alt, we shared permissions to edit the other's objects long ago. Howerver, while he's not making a change to these permissions, his objects made on both accounts keep switching to not modifyable for me, though not necessarily at the same time. If he revokes and gives back my permissions on one of his accounts, the issue is fixed for both accounts - temporarily only, minutes of hours later he has to do it again. Also, it seems that it's happening only on a homestead sim that was recently affixed to the main one, or to objects that were moved between both.

    Is that a known bug? If this persists I'll have to open a JIRA or file a ticket, I'd love to understand what's happening though.

  3. In Blender 2.49 (2.59 doesn't support joint offsets yet):

    Shrink the mesh and the skeleton from the origin in edit mode, "make real", select both at the same time and export.

    In SL, check "joint offsets" after checking "skin weights", also the Z offset should be adjusted so the avatar isn't floating, this can require some trial and error.

    Also, try to make all the needed bone length adjustments (like shoulder width) directly on the skeleton, I've found that further fine tuning in world with the sliders won't give consistent results or "won't stick" when the skeleton was imported with the body..

  4. Just commented on the jira :

    "Max, you shouldn't have to use workarounds for what was probably not a weighting problem. Prep worked hard on a fix that totally eliminates the issue, but for whatever reason this fix isn't in the snowstorm builds (which you were using, and I just downloaded Second Life 3.0.3 (239452) to make sure), wasn't in the beta viewer, and is not in the new official release.

    The current mesh project viewer (Second Life 3.0.3 (239475) Aug 24 2011 13:32:32 (Project Viewer - Mesh) is perfectly fine."

     

    In short, to avoid this problem, only use the mesh project viewers for the time being.

    Latest release:http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/mesh-development/rev/239475/index.html

  5. I just commented on that jira, sorry for not realizing sooner that the problem wasn't just me doing stupid things:

    The problem seems to happen only when exporting from the avatar.blend file provided by Domino Marama with the original vertex groups. New meshes built around the same skeleton with vertex groups created from bone heat upload fine. I was confused because I'm not familiar with the format, and while the joint array at the top of the file lists only the used vertex groups, a complete joints list is present towards the bottom of the file.

  6. This won't help much but I've spent 2 entire days trying to solve the same exact problem, for 2 vertices on the inside on the left thigh behaving as if they were assigned to the right thigh.

    Been back to rigged meshes only a couple weeks ago, so I'm  not sure how far back the issue arised; I first had that happen on simple test exports of the base avatar from Domino Marama's avatar blend file. But I've build a new body from scratch and the same thing is happening in the same area, double checked and rebuilt the part with no luck. The weights there are 100% left hip, no stray vertex group, no unassigned duplicates - I'm at a loss.

    I tried different export options, included the skeleton, no luck :/

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