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Tonks Baphomet

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  1. In the aftermath of a magical cataclysm, the remnants of Alderheim's denizens struggle for a foothold. Some join the Arcane Tower in the hopes of increasing their magical power, others pledge themselves to the Stone Circle and vow to keep the natural order, still others immerse themselves in the darker arts and give their efforts (and occasionally their organs) to the Ferrymens' cause. Alderheim is a medieval fantasy sim with roots in Pathfinder and D&D, but with a streamlined dice combat system. Our race list is broad and grows longer by the day--everything from Joe Everyhuman to Fae, Demons, Greenskins, Elves, Dwarves, Undead, Beastkin, and more! Feel free to check out our website if you have any questions or would like to read about the setting, playable races, and rules: https://alderheimsl.com/ Or take a look at our Flickr gallery to see some of the scenery and characters that inhabit the sim: https://www.flickr.com/groups/alderheimsl/ Or just hop on over to the sim! http://maps.secondlife.com/secondlife/Harbor Point/146/178/2787
  2. It is possible to create a HUD to swap between the faces, as The Sugar Garden uses that method for their heads. You can absolutely create a makeup HUD to use with the mesh head. As far as I know, it'd be the same as using an applier, except in HUD form. Clicks on the HUD would apply the requested textures. As a way to start, you might look at this script and go from there. Good luck!
  3. Hey all! I've Googled this issue until my head felt like it might explode. I made a halter top in Blender 2.76 using the Kemono mesh dummy. Each time I try to upload it to the beta grid, it always ends up rotated along the Z axis -90 degrees. I have changed the rotation in Blender to 0/0/0 and applied it without any results. I could really use some help on this one, as everyone else who had this problem seemed to fix it with the step above just fine. Thanks! EDIT: I thought that adding some more information might be helpful for troubleshooting. --I am not using the Kemono dummy made for use with Avastar. --The dummy and clothing are all facing positive X, though I've attempted to upload with the default rotation as well as the "correct" rotation, positive X. --The clothing is rigged and weighted. UPDATE: I've now tried three different items I've made and all have the same result. The first item was simply turned, the second (a hoodie) had noodly arms and is also turned, and the third is both turned and mangled. Oddly enough, rezzing the first and the third on the ground in a sandbox works just fine--they look normal, though I have no idea if the rotation is still off. This leads me to believe that there's something wrong in the rigging/weighting process, but everything still looks fine in Blender and works as well as a test object should.
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