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Non T-Pose clothing (Using Avastar)


Zak Kozlov
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Hello!

 

Sometimes for many reasons I create my mesh not in T-Pose. and I figured out a workflow for rigging them that works but it's quite annoying to do:

 

One: unbind / freeze the avatar in the same position as the clothing (or it will deform back on step two)

Two: Snap rig to pose

Three: Reattach the avatar in the new position and start rigging my clothe

When done weight painting I detach my clothing while keeping its weight and start with a fresh Avastar, pose it, re-attach my clothing and alter to rest pose. My mesh clothe is now smoothly weighted and is in T-Pose

 

However, I seen some mesh around that were not frozen in T-Pose at all yet still followed the animation positions in SL as if it was.

 

Here is an example, you can see the mesh geometry is not in T-Pose and it dosnt seem to affect the animation bones position. Which is something I've been trying to figure out how to do for a long time and never been able to despite messing around with every seemingly default-pose related options there is

 

Untitled.jpg

 

Knowing how to do that would be very helpful to me right now so I been looking at it again and still can't figure it out

If you can help me I promise a never ending supply of gummybears.

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  • 2 weeks later...

<- old reply account i never used

It can be 1 of 2 thing, maybe scripted in world rez appearance, unlikely.

Or maybe it is saved joint positions.

If it is joint position I do not support it's use for something like clothing, it can clash with other outfit parts using joint positions. Wear enough and your animations will twitch every few second.

Go T pose as much as you can!

If it is not either then I do not know

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