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Pheonix Mistwallow

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  1. I should grab that and see what the prim equiv is in SL for ya so we can see. I can't log in atm but I'll be sure to add that. I agree standard sizing is quite standard. I've seen "Flexi Mesh" and "Fluid Mesh" which seems to stretch on more sliders then your standard mesh. That hurts my brain, is it coding or the way things are created? My guess is that's the direction mesh clothing is going to go so I should probably research that when I have more room for info in my head.
  2. Coby & Code - That is misuse of a simulation program. I've seen ridiculous poly counts on both simulation generated cloth as well as modeled (in maya...blender... etc). It all comes down to the creator. I've seen sweat shirts go for 100+ prim equivalent all the way down to 13 (with cloth simulation programs). I prefer using a cloth simulation program because I'm more familiar with sewing then I am with modeling as a whole. However I use the programs options to keep prim count down Gaia - Ty, my mistake was that I wasn't first parenting the mesh first (not sure why not!). Thank you! How would you suggest the workflow in that aspect. I keep debating with myself and I'm driving myself mad (so please don't mind if I sound like I lost a few marbles along the way). I really enjoy posing and checking my model in every aspect in blender prior to upload. So (for this particular model) I have the medium already painted and checked and ready to go. At first, while testing all this, I was importing the small size into the medium file (Oh btw, have I mentioned that I have a different file for all sizes with the corresponding standard size avatar... is that redundant and I should stop doing that and just rig on one model?) But of course now the small doesn't fit on the medium so testing is well...not as accurate. So I'm debating if I should make a file with all the standard size models on their own layer. I'm not sure if this would be a heavy file or not and also I'm not sure if that's just a useless idea. Am I the only one who rigs the clothing literally to a standard size model? Is there a better (and more efficient) way I should be doing all this? Sorry if I seem like I am rambling. I literally have worked at this all weekend after seeing a video that sparked the idea that my "cave woman ways" may be a bit out dated.
  3. Hi there, I just noticed the transfer weight tool when I was reading the comments at the script download page that said it wasn't working anymore. That being said I can't figure out how to get it to work! When I hit it a new set of options appears down below as seen: But I have no idea what to do from there! I don't see a sort of "make it happen button". What I found on the web said something about a different menu other then the one I'm seeing so what am I doing wrong? I tried selecting the source first and then the destination as well as doing it in reverse but both show the same menu. As for the mirror option I think I'm going to have to play with it again and see. It's been awhile since I've tried and I just downloaded blender 2.65 as suggested so maybe my issue is gone.
  4. Code warrior - as a blender & maya user I'd like to pick your brain. As the others have stated, Maya is able to copy weights from one object to another. This feature is incredible to me as I have been hand painting each size of the same shirt which is mainly just a time consuming task and well... time is money right? Does blender have this feature as well? I've tried to find it on the web and usually find some vague answer that leaves me with more questions. I'm also having problems with the "mirror" feature for weight painting in blender. I realize my model needs to be facing a certain direction as I believe blender mirror's on the x axis but even then it doesn't work. What am I doing wrong or is that feature just bugged? I agree that since Blender is a free program there is so much help out there for the beginner of the modeling world. This leaves me to lean towards it as I'm the type that likes to do a quick search when I run into a problem. And it is ever changing! Chosen Few - ahhh the "to do list" how it is ever growing right? I think you've been such a big help to the SL creation community that when you're able to tackle the task you'll be an instant sensation... just saying
  5. Hi Chosen Few! I was hoping you'd see my post as I've often seen your replies and find them most informative. I've seen several users post that there needs to be more Maya - Second Life tutorials. Have you ever thought of putting together a series? I'm sure I speak for several that would be happy to purchase such a thing from you. That being said. I agree, Maya is VERY expensive and that's why I figured I really need to take advantage of the trial process and figure out if it's really the program for me. I don't want to buy such a thing for pure rigging but honestly that seems to be more so what I'd need it for at this point in time. So I have a Maya specific questions for you that I'm sure I'll learn in the future but I'd like to know before making a purchase... Does Maya allow you to copy weights from one mesh to another? Or would I have to rig the medium separate from the small etc? Also, from what I've seen in video's Maya does have a step up in weight paints then blender. Have you (Chosen Few) experimented with Blender to truly see the differences?
  6. I've been toying around with creating rigged mesh clothing for second life based of my own self taught methods and I'm beginning to think I'm overly complicating things. First I use a cloth simulation program to create my initial shape on all standard size models. So I end up with an object for each standard size. I then import them into blender each on their own file (medium is a different file from large etc). I copy bone weights (obviously) I begin editing the weight paints by hand. I do this for each side... left leg... right leg... etc and for each and every size. I'm starting to wonder if there is an 'easier' way. I use blender 2.63 and here are my questions: 1) Is there a way to mirror your weight paints.... so that I don't have to do BOTH the left and right arm. I believe at some point I found there was a way but if I remember correctly the method didn't work for me. 2) Is there a way to copy the weights from one size of mesh clothing to another? Eg: Once I finished the medium can I simply "copy" weight paints to the small, extra small (etc). 3) I'm beginning to wonder if Maya has superiority in rigging to blender. I've downloaded the Maya trial but while I can find loads of tutorials for modeling and some for rigging there isn't much out there relating Maya to Second Life rigging. Since I use a separate program for the 'creation' I really only need Maya for rigging only... and those tutorials are hard to come by. The ones I have seen jump around and aren't all that informative. I've become pretty comfortable with weight painting but have a sneaky suspicion that I'm making wayy more work for myself then I should. Ty in advanced!
  7. That was it! Thank you so much this actually answered a few other problems I was having as well.
  8. I've recently encountered a new problem when uploading shaded images to SL. The texture is smooth and transitions well from dark to light areas in my graphics program but once I upload it to SL the shading is pixelated and rough and looks awful. Any idea what I'm doing wrong? I've tried to upload it as a png or a jpeg... both create the pixel look just in different ways. The texture size is 1024x1024.
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