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Pirschjaeger Fassbinder

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Everything posted by Pirschjaeger Fassbinder

  1. For the pants example, could I possibly see a side and back view of the "more thought-though topology" pants model, along with the edge flows for the side and back of the pelvis? I tried looking at the at the topology of the avatar and the weights of the avatar but I still couldn't figure where the edge flows could be for the side and rear of the pelvis and legs.
  2. Do the deformer clothes just contain the only the weights already in mesh clothes or do they also include the additional weights in the SL avatar such as "Male_Torso"?
  3. I use blender 2.49, so I briefly looked at 2.6... which I think is still similar to 2.5. 1. In Edit mode, make sure the sculptie's middle vertexes are at x=0 2. Delete all the other vertices on the side you don't want to mirror. 3. Select the vertices at x=0 4. Hit shift + s and select "Cursor to Selected" 5. In Object mode, go to Object -> Transform-> Origin to 3D Cursor 6. In the buttons below, go to the wrench button. Click Add Modifier -> Mirror 7. Select- Axis: X Options: Merge, Clipping Textures: U
  4. Using Wiz Daxter's import function into Blender, I doodled on the avatar and get this... And it looks pretty much the same when I view it in perspective mode too. However when I upload it... it looks like... I also tried looking for the option in Firestorm to save the avatar as an obj, but I didn't see it. So I tried the default male avatar downloaded from secondlife.com and got this... Still looks like how it should be. Not perfect, but close and definately not as bad as the above in world. Could someone please explain why this is happening? Is the model used in world a verison with more vertices or something? I am wondering if subsurf or smooth modifier would make the model more accurate.
  5. I've been trying to make a transparent blouse like http://lulusvintage.typepad.com/.a/6a00d8341c8c6253ef011168ef7d3d970c-250wi but I haven't had much luck. I use blender. I've done: 1. Import my exact avatar shape with weights to Blender 2.49 using "IMPORT SL AVATAR 2011" 2. Made the blouse to fit my avatar's shape. Made the seam of the blouse's shoulder to match the seam between the arm and torso. 3. Copy the boneweights of the avatar to the blouse. 4. Edit the boneweights further in areas in which the avatar sticks out in certain postions... however, I can't fix all the problem areas. I've seen sheer or transparent mesh clothes made in SL, but I'm thinking that in order for mesh clothes to work without an alpha layer they either are high poly, very baggy or restricted to one bone (like a bikini top or bottom)
  6. http://dl.dropbox.com/u/6003454/Standard%205%20sizes.zip This includes the 5 standard shapes. I don't know what verison of blender you have, but in 2.49 you select the avatar, then your clothing item and then object-> scripts-> boneweight copy. I'm not sure where to get the script for the 2.6 verison. I seem to be missing a lot of the scripts that where in the old blender in that verison. You will need to delete all groups that don't start in m and I think you have to add some groups... like mSkull, mToeRight, mToeLeft, mFootRight and mFootLeft
  7. If you know how to make alphas yourself, you could try using this: http://www.robinwood.com/Catalog/Technical/SL-Tuts/SLDownloads/UVMaps/SL-Avatar-Head-1024.jpg to make a custom alpha layer with the bottom part that connects to the neck solid and the rest transparent.
  8. I was able to get a few, only a few, of the mesh hair for regular avatars to work on my furry head by making the base avatar head larger. However, I had to reposition the main part of the head and the jaw to line up with the eyeballs. I also had to make an alpha layer because some of the head stuck out.
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