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  1. Hi, I am looking for a mesh artist who is good at clothing [especially rigged or fitmesh clothes]. The mesh has to have full perm rights. If you are interested lets sort out a deal. Anyone who is willing to grow in collaboration with another business, can send me a notecard inworld to GiaBlossom Resident.
  2. Mesh creator and Designer available for custom orders including : clothing, accessories, 3D logos, buildings, hair, fashion, Sculpture, jewelry... Whatever you need. High quality guaranteed. friendly Prices. Experienced Modeler. IM tryme003 Resident inworld for more details. Here is sample of my creation : https://www.flickr.com/photos/raohs_design/
  3. Starting yesterday, all the exports of my mesh object from Blender to Collada format files are not transferring the weight painting correctly. I am modeling my own female avatar and clothes. I have been trying to trouble shoot the problem. It turns out that if I do a test upload of one of my previous DAE files I created, the upload works perfectly. But since yesterday, any new rigged mesh or models that I have previously made (even my body that I have been using for months) and do a new export to a new DAE file, then take that file and upload it to blender, the weights are no longer valid. When I look at the model in the Second Life Upload Window preview panel, and click the check box for Skin Weights, the model collapses in on itself to a thin tangle. The models since yesterday turn into a mess within Second Life. I am using the same procedure to upload mesh items that I have been using for the last year. Note; I do not use AvaStar. I use a stock version of BLENDER 2.79 as it is loaded to my computer from Blender.org I do not think that I inadvertently reset something, but I can't be sure. I am currently trying to find a listing of all the settings, check boxes, and even units that I need to set within Bender in order to confirm that I have the right setting, in order to enable me to continue to export to Collada and on to Second Life. Right now, I am effectively dead in the water and can't move forward on my project. HELP! Any one who could point me to a list of setting or a tutorial would be a real help. The first image is my project so far, Bento head armature, Classic body armature. The next two show the Shorts I am trying to upload and how that mesh weight is messed up.
  4. Hello, happy day to everyone. I have a few months creating mesh, for bodies but I have had problems adapting to all bodies, since many shops adapt to almost all the bodies that exist and I would like to know if they have any tip or tutorial that can help me! thank you very much
  5. Has anyone have had any success with converting rigged mesh files for mesh bodies to maya files so they can be uploaded to second life? I know fbx and dae files can exported from blender and imported in maya, but usually rigged files get the wrong values such that can't be uploaded and work correctly. Does anyone have a method a program that can do the job? I ask because most mesh body files that I've gotten from designers are blender files, and I use maya.
  6. I believe you can rig and "animate" mesh object parts in Blender, and I know you can import an overall Blender object into SL. - and I even know how to script move an overall object (mesh or prim) and its individual linked elements - but HOW can you "flex" a single mesh object (or linked element)? - For example, the mesh "weasles" you see moving around, their body+neck+head is one mesh prim, but flexes (as does its single mesh piece tail) NOTE: this is for non-attached stand-alone objects, *NOT* for clothing attachments. i.e., in other words, how can I make standalone mesh objects that flex and move the way rigged clothing moves, and the way those weasels flex their bodies and tails etc.
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