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Found 56 results

  1. I'm using a AO for this character and just have it in a flying animation. But then randomly it just starts to decide that it want to break its wings randomly.If i move it basically fixes it but then it goes back to it a while after. I have no idea what is effecting the animation.
  2. i am probally misunderstanding something here.. but why does Avastar 2 creates a rig for me with 159 bones if i can't get more than 110 inside SL ? I rigged my avatar and SL is not recognizing my weights.. It was working fine before trying out the Extended armature (bento) =(
  3. I need help with moving the avastar avatar up and down so that the SL avatar ends up in the same position. I understand that the COG bone moves the position of the avatar but I can only get it to rotate, any other type of movement like using the transformation manipulators: translate, moves the avastar avatar up and down, so the pose, say a sitting one, looks ok in blender but when I go to upload it to SL the SL avatar is hovering in the air, so my question and hopefully someone knows, is how do I get the cog bone to move the avastar avatar so that the SL avatar is doing the same pose. (I put this in an old post but thought I might have better luck making a new topic)
  4. Hello everyone, I'd like to start off by saying that I've tried doing this myself, but in all aspects, failed to do so successfully a great numerous of times. I'm trying to get a model that has already been made into SL as an avatar, but I almost get reduced to ripping my laptop in half because of it. Avastar is being a royal pain in the ass (not the good kind), and I've looked at alot of tutorials and followed them to a "T". Yet still nothing seems to be working at all, so I give up. So here's the deal: I want to pay someone to do this for me. It's getting really very very tiresome and aggravating, and I don't want to end up just giving up on this. I can really export it into a .dae file, if that means anything. Pictures of the model here:
  5. I'm having problems getting a very simple fitted mesh skirt to work properly on the Belleza Jake mesh kit body using the Avastar plugin in Blender 2.79. I tried making a super simple plain pencil-skirt for him, just to test whether the fitted sliders will work and the mesh will fit different shapes... For the most part, it does upload fine and it is rigged normally and in addition, follows the "Muscle" sliders which means the "Fitted" is working, but... ...There are still some sliders which just won't assign properly both in Blender and after uploading into SL. After I manually weight them, the sliders for things like the Butt and more importantly, the Saddle Bags work but, have too-little effect on the skirt for it to match/follow the body, and they only work somewhat if I manually weight them to the vertex groups of "PELVIS" and "BUTT" on the skirt, and they are both weighted in Blender all the way to red. I did use the "Shrink Wrap" modifier for this, so it has a nice snug fit in Blender by default, so I really think it's just weighting issues. On the Avastar website, it does mention that it does NOT recommend manual weighting, so I have a feeling something is going wrong if it's not automatically being weighted to those sliders (while it works fine for the "leg muscles" slider). Is there any other way to do this, or to further strengthen the weighting beyond the maximum? I have already read through all of the fitted mesh guides on the Avastar website like 3 times or more, so I am not getting anymore help from that site, so please don't link me to that. Or, is this just the normal Fitted Mesh process for creating 3D mesh clothing? I am experienced in making non-fitted rigged mesh clothing, and so I am familiar with how much work it is to weight that, but... this is going to be another whole level of frustration and time-consumption over the non-fitted rigged mesh's already-long weighting process. It's really discouraging, so I actually really hope it's something with the program/plugin that is causing issues instead... How are some creators making flawlessly-fitting Fitted mesh clothing that doesn't even require hiding the body with alpha?? Is there some trick to it that Avastar doesn't explain? Do they duplicate the body itself and extrude on that to create the clothing?? I actually tried testing that out, and it did NOT work at all because modifying the vertices of the mesh at all after duplicating the body just completely gets rid of some of the sliders such as the butt and saddle bag sliders which are giving me problems in the first place. Not to mention, the duplicated body would not export due to errors (though the un-edited body could be uploaded just fine with all of the sliders in-tact).
  6. I have this detailed character that i've cut into parts to fit the vertexes limit. Only the head and the left chest got exported. The rest of the parts gives me errors like: "HandPinky0Left" not into the list "HandThumb0Left" not into the list "HandMiddle0Left" not into the list 1 specific error per 1 part Then there are the right side errors which are the same errors only "Left" is replaced with "Right".
  7. Hello, I have a manuel bastioni lab mesh I created using the add on in blender. I have attached it to avastar and whilst the bones work nicely and the weights copied over beautifully. I cannot get it to load into second life properly. it is deforming insanely in the spine and does not match up with the SL avatar (I am wanting it to fit standard sized XS and XXS clothing.) I would like to get someone to help me finish off the rigging of the avatar itself, including bento bones. The mesh has shape keys that I would like to keep in place as well. To discuss payment and exchange references and files etc please contact me in world. Interregnums Resident
  8. I am new to custom skeletons. The front legs are the Arm bones (collar, elbow, etc) and I can't seem to get them to bend straight forward rather than out to the side. I have tried moving the joints around, which seems to affect it, but not sure how to get it the way I want. Thanks.
  9. Hello! Lately I've been trying to learn how to make custom mesh avatars for SL, but I've run into a problem I can't seem to figure out on my own. As far as I know, it should be possible to do what I am trying to do, so hopefully someone can share some much needed knowledge about the subject. The issue I'm having is editing the SL armature to to fit my mesh, which possible, results in some weird bone deformation/offsets in SL on import. Judging from the picture i've attached, the problem seems to be the edited bones not storing rotation in world, where scale and position seems to function just fine. As a result of the bones not being rotated, it causes my avatars legs to spread out in a funny manner (which amusing, isn't very useful! ??) see second picture.
  10. Are there new definitions for some of the bones and rig menu items in the newest Avastar release? I looked all over the official site for definitions and a list of the new features that have changed from previous versions but can't find anything like that beyond a list of bug fixes. Although there may be a couple tutorials on the Avastar site that I haven't watched yet, most of them are from before this newest release anyway and a text entry for it would be great so we could find it in searches. More specifically, has whatever the Control Bones menu used to be changed now to Animation Bones? Watching a tutorial on YouTube on how to rig Bento wings from 7 months ago showed a different rig menu than in the ones shown by Medhue about 4 or 5 months ago and since there is still info that could be helpful in these older tutorials I would love to know which menu items replace the older ones.
  11. Hello, so I have a question and was hoping that someone can help me with an on-going issue I've had for a while now. I have an up to date version of both Blender and Avastar. I also have the TMP dev kit with the mesh bodies that I want nothing more than to make clothing for. I imported the .fbx files and the body is staring me in the face... My issue is... there is no clear bones? Well... let me rephrase. I am used to looking at this: Kemono body. Just in general. But the TMP does not have any of this. So I am unsure how to carry on making clothing and things when I cannot move the bones in solid pieces. I'm sure I'm botching this explanation up, but any help or advice, I would dearly appreciated! - Misa~
  12. Hi, To simply sum it up, I'm trying to make my first Bento tail. I want it to be longer and larger than the default bone set up for the tail and from what people have told me, modifying the bones is possible because when uploading, I can include joint positions. My issue is is that when I modify the bones, it deforms my mesh badly and the tail does not move exactly with the bones, even when I manually paint the weights for them. Without modifying the Tail bones and using automatic weights, it works fine. But then if I try to resize the tail, it does not bend correctly. Manually fixing the weights after I have resized the skeleton doesn't work either. I want to know if there is a correct way to resize the tail bones without this happening and if not, how to make the tail larger and longer. Thanks.
  13. I'm hoping I get a reply at some point, perhaps now that I have more specific questions it helps. I'm working on animating the SL avatar's wing bones in Blender / Avastar. I've made super simple little flattened cylinder mesh objects at the base of each wing bone in case I need something to attach my own flexi prims to. I know, everyone usually uses mesh, but I really am attached to the flexible nature of plain ol' flat prims as they move so nicely. So, if I import these wing bone animations into SL as an avatar animation with the two little simple cylinder meshes they are rigged to, will I then be able to attach the flexi prims to these little mesh wing bases? And, should the attachment points be to each wing bone, or each shoulder? I'm confused because some other Bento wings I've purchased attach to the shoulders, or to the spine, so considering the kind of setup I want how should I be exporting the animation / mesh base pieces / attachment points? Do I even need the little mesh objects to properly animate the wing bones for a set of prim wings or should I ditch those? I know it may help with seeing exactly where to attach the prims, but otherwise,...? This will be my first animation done outside of SL in another app, so forgive me if I'm asking stupid questions. I just want to be sure that what I am trying to do is even possible before wasting a lot of time and I have not been able to find the answers to my questions after much searching.
  14. So I have this bodysuit that I meshed, with a zipper on each side. When I rig it, the zipper moves, stretches, and all kinds of other things ( It looks pretty decent when you're not moving, but once you pose walk etc it starts moving weird ). I have been searching for a few days for a solution. I saw something that said rig the entire zipper to specific bones. When i do that, it doesn't move right with the clothing. Does anyone have any kind of advice, on how i can rig a zipper so it doesnt stretch, yet still moves perfectly with the clothing? Its not an actual rigged zipper where it opens and closes, its just a zipper i did in Zbrush that should stay pretty static for the most part. Any advice will help, Thanks.
  15. A couple of days ago a new version of Blender was released. I cover it here. There are only a few things that will interest SL users. But, the changes in Collada allow better transfer between Maya and Blender. So, for those playing with SL and Sansar that is a big thing. The official announcement is here: Blender 2.79 Released
  16. Hi, I’m trying to make a simple pet-attachment in Blender animated with Bento skeleton. I created (test): mesh model with weights and animation. Now, it works in Blender only. I found a suggestion that it should be done with Avatar. I bought, activated Avatar. Seems that It enabled animation uploading in SL what was a part of problem (without it I had 'Failed to upload animation(...)' notices). But I still don’t have a working animated pet. What I have now after upload to SL (created/exported from Blender with Avatar Adddon active) are: my animation (working with Bento skeleton) STATIC mesh model of pet attached to avatar During mesh model upload option for skin weights are unavailable. When I export mesh from Blender I have Armature modifier. I made already animated pets in SL (with Blender and baked frames script/method). I also made weighted clothing in SL with Blender earlier. YT tutorials brought me this far, but I feel stack now.
  17. Hi again! I previously posted here having trouble rigging a mesh with a deformed skeleton, which luckily was resolved with some help! I even got the hands working with bento Unfortunately, I now have another issue... The mesh looks fine when left alone and uploaded as is, but if I scale it up at all, it looks like this... I've definitely checked 'Apply Armature Scale' when exporting it with Avastar, so I'm not sure what the problem is. I've tried storing the joint edits before and after scaling it, both failing. Any help with what the issue might be would definitely be appreciated. Thanks!
  18. Hello! <3 I'm working on updating an old bento body to work with more shape sliders, but I'm running into a couple issues. One of them is that the butt and belly shape sliders seem to both affect the PELVIS bone. So, although I need to use the PELVIS bone to weight the belly, this also means the butt shape slider will scale the belly up. I've also noticed that the BUTT volume bone doesn't work as I want it to (scales left to right rather than back), so someone recommended I use the PELVIS bone for the butt too, which works fine, but also means the belly slider would scale the butt up and vice versa. Is this working as intended? Thank you for your time!
  19. Hey guys! I'm make mesh clothing for mesh body like maitreya, slink... etc. Also using for default avatar, but I wanna make fitted clothing.. where rigging will be fitted. I'm totally noobs about that.. then idk what version of avatar i need buy for fitted/rigged this clothing base on mesh body or non-desfault avatar. Where place need buy? Avastar 1 or Avastar 2? Thanks!
  20. Hey guys! I'm make mesh clothing for mesh body like maitreya, slink... etc. Also using for default avatar, but I wanna make fitted clothing.. where rigging will be fitted. I'm totally noobs about that.. then idk what version of avatar i need buy for fitted/rigged this clothing base on mesh body or non-desfault avatar. Where place need buy? Avastar 1 or Avastar 2? Thanks!
  21. Hey guys! I'm make mesh clothing for mesh body like maitreya, slink... etc. Also using for default avatar, but I wanna make fitted clothing.. where rigging will be fitted. I'm totally noobs about that.. then idk what version of avatar i need buy for fitted/rigged this clothing base on mesh body or non-desfault avatar. Where place need buy? Avastar 1 or Avastar 2? Thanks!
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