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Dexter Kaupas

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Everything posted by Dexter Kaupas

  1. Hi folks, thanks fot that post that helps a lot. Im feeling im so close to finish my workflow from Max to Marvelous Design back to MAx and finally to SL. After a lot of wrok with scaling i find the right combination between Wiz Daxter SLAV plugin and MD model scale, so i import the SLAV avatar in 1.0 scale and import like Autoscale in MD make the clothes and export like OBJ, use topogun to retopo the mesh so i woud like to work with quads instead triangles, and import that retopo mesh into MAx again. My suprise is when i apply a skin modifier i get allways hard edges with the vertext weight so my mesh its deform in a hard way in all the zones when transition to other zones existe. i try to ilustrate my problems just in case you can help me or advice about something sure im doing worgn My retopo mesh And the vertex weight squema using all face colored to ilustrate it, but really all this coclor are all red in the vertext wight of a bone
  2. Hi Folks, i will post in that topic so its about skin weight. Thanks to all of you for share your experience thats help me a lot in my own process. And sorry about my english if its no so clear. Im trying a workflow between Marvelous Designer and MAX and using Max Design 2013 with SLAV Pluging. After a lot of scale testing i found the right method to import a mesh into SL with the right proportions and flowing almost good over the avatar, the only thing i found is the weight of the vertices that i would like to be more soft transitions that i get. I guess about with that small scale mesh will be hard for skin modifier to do better transitions but i found the weight areas are so much hard and in red color without yellow or blue transitions to the other vertex of the mesh. Are any of you guys found the same problems?? any ideas about how to do a better skinning or weight painting?? Thanks
  3. I guess you are missing to chech and edit your .dae file to add the 26 bones of the rigging set like can you find here Once Collada .dae file is created, open it with any text editor (its an XML type text file), and find a string that looks like:<Name_array id="DefaultClothingItemController-Joints-array" count="26"> If it doesn't say 26, change it to 26. Just after that, add whatever bones you didn't weight after the ones you did weight (which should be there). The importer has been requiring all the bones listed. That may also have been fixed, but to be sure list them all. Ones you actually use go first, then the rest in any order. Here is a full list: mHipRight mKneeRight mAnkleRight mFootRight mToeRight mHipLeft mKneeLeft mAnkleLeft mFootLeft mToeLeft mPelvis mTorso mChest mNeck mHead mSkull mEyeRight mEyeLeft mCollarLeft mShoulderLeft mElbowLeft mWristLeft mCollarRight mShoulderRight mElbowRight mWristRight
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