Bonnie Brandi Posted January 5, 2012 Share Posted January 5, 2012 Hi everybody ! (I hope so …)And Happy new year to all !I tried to upload a cloth mesh model in Second Life and I can’t check the case “Skin weights”.I use :- 3ds studio Max 2010- SLAV 3ds Max Plugin: http://wiz-bg.blogspot.com/p/slav-3ds-max.html- FBX® 2011.3.1 Plug-ins: http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=16126683Here what i did in 3DS Max :Units & Grid SetupCustomize -> Units Setup…Display Unit Scale -> Metric -> MetersSystem Unit Setup -> 1 Unit = 1,0 Meters(file http://farm8.staticflickr.com/7026/6643067767_0e4c1cefdf_b.jpg) Tools -> Grids and Snaps -> Grid and Snap Settings…Home Grid –> Grid Spacing : 1,0m(file http://farm8.staticflickr.com/7162/6643067995_562282cfd1_b.jpg)Import my avatar with SLAV 3ds Max PluginMAX Scripts -> Run scripts… -> SLAvatar.mseSelect file -> character.xml (I had export it from Second Life Viewer and rename it)Scale : 1.0LoadCreate(file http://farm8.staticflickr.com/7011/6643068339_ce6c80a1b0_b.jpg)Delete the parts: hairMesh, eyelashMesh, eyeBallRightMesh and eyeBallLeftMeshSave as MY_AVATAR_MESH.max(file http://farm8.staticflickr.com/7016/6643068671_c85be00433_b.jpg)The skirtConvert it to Editable PolyModifier List -> Unwrap UVW (file http://farm8.staticflickr.com/7172/6643070515_36370e2ebb_b.jpg)Modifier List -> SkinBones -> AddSelect the 26 bones (file http://farm8.staticflickr.com/7157/6643069449_e9dc3e816e_b.jpg)If I select the “mHipRight” bones, and move it, the skirt move too, so it works in 3DS MaxDelete the parts: headMesh, upperBodyMesh and lowerBodyMesh(file http://farm8.staticflickr.com/7164/6643069641_52c6a91bd8_b.jpg)Export -> Autodesk Collada (*.DAE)the “Animations” & “Deformations” are ckecked (I try also to unckeck it but it still doesn’t work)the “Up Axis” is set to “Z-up”(file http://farm8.staticflickr.com/7171/6643069955_c3b47f63f5_b.jpg)Import it on Second LifeBuild -> Upload -> ModelCan’t checked “Skin weights” , same in the “Upload options” tab(file http://farm8.staticflickr.com/7004/6643070125_ed2986deec_b.jpg) First I want to apologies for my bad English.I had read a lot of post since many days and I will come crazy, so I hope you could help me and tell me what I did wrong.I had hesitated to make a new post because there are many about it, but unfortunately I didn’t find the answer to my problem.Thank you so much in advance Link to comment Share on other sites More sharing options...
Corri Dawodu Posted January 5, 2012 Share Posted January 5, 2012 Make sure you add all 26 bones under the "joints-array" field in the .dae by editing it with a text editor. Refer to the wiki for the bone names. Link to comment Share on other sites More sharing options...
DanielRavenNest Noe Posted January 6, 2012 Share Posted January 6, 2012 After you added the bones, you need to actually weight the model vertexes to whichever bone(s) it needs to follow. For a skit it's generally the mPelvis, and the hips. Link to comment Share on other sites More sharing options...
Medhue Simoni Posted January 6, 2012 Share Posted January 6, 2012 Guessing here, but I use an old 3ds Max, and I've never been able to upload a partially rigged mesh. I have to upload a full mesh. So, even if all I want is the jeans that I made for the avatar, I have to upload the avatar with the jeans, before the uploader will let me upload it. Link to comment Share on other sites More sharing options...
Bonnie Brandi Posted January 6, 2012 Author Share Posted January 6, 2012 Thank you for all reply, thanks to all ! ___________________________ Hello Corri, You told me "Make sure you add all 26 bones under the "joints-array" field in the .dae by editing it with a text editor. Refer to the wiki for the bone names." I did it, before i have in my *.DAE file : <Name_array id="skirtMeshController-Joints-array" count="8"> mHipLeft mPelvis mHipRight mTorso mKneeRight mAnkleRight mKneeLeft mAnkleLeft</Name_array> And i change it to : <Name_array id="skirtMeshController-Joints-array" count="26"> mHipRight mKneeRight mAnkleRight mFootRight mToeRight mHipLeft mKneeLeft mAnkleLeft mFootLeft mToeLeft mPelvis mTorso mChest mNeck mHead mSkull mEyeRight mEyeLeft mCollarLeft mShoulderLeft mElbowLeft mWristLeft mCollarRight mShoulderRight mElbowRight mWristRight</Name_array> I can check the "Skin weights" case, so thank you so much ! But when i wear it, it's wearing on my hand avatar :matte-motes-crying: ___________________________ Hello DanielRavenNest, You told me "After you added the bones, you need to actually weight the model vertexes to whichever bone(s) it needs to follow. For a skit it's generally the mPelvis, and the hips." In the skin parameters i had open my Weight Table, i have some 1.0 and some 0.0, but i don't know how to do the correct weight.Here a snapshot : Could you please give me more information. ___________________________ Hello Medhue, You told me "Guessing here, but I use an old 3ds Max, and I've never been able to upload a partially rigged mesh. I have to upload a full mesh. So, even if all I want is the jeans that I made for the avatar, I have to upload the avatar with the jeans, before the uploader will let me upload it." I had export only my skelton and skirt.I tried to export with my avatar too but it still doesn't work, its upload my skirt with my avatar and wear all in my hand ___________________________ So now i can check "Skin weights" case but can't wear it (only in my hand avatar like any objects) I hope someone could help me. Thanks again Link to comment Share on other sites More sharing options...
DanielRavenNest Noe Posted January 7, 2012 Share Posted January 7, 2012 Bonnie Brandi wrote: In the skin parameters i had open my Weight Table, i have some 1.0 and some 0.0, but i don't know how to do the correct weight. Could you please give me more information. ___________________________ On the Skin modifier, click Parameters > Edit Envelopes, and under that Select > Vertices Lower down, under Display > check Show Colored Vertices and Show Colored Faces (this will show the weights on a selected bone as colors on your model) Select a bone, then select some vertices you want to follow that bone. So the hips area of the skirt needs to be mPelvis selected, then choose vertices around the hips. Under Parameters > Weight properties, you have several ways to adjust the weight for that bone: Abs. Effect. will give whatever number you type in (from 0.0 to 1.0) to all the vertexes you have selected. The wrench tool to the left of "Weight Table" will open a floating window with some tools to set weights You already found the weight table, its like a spreadsheet, and you can just type in values. Paint Weights is like a brush, and the "..." next to it has settings All of these ways change the weight values, and you can use what tool you like best. What you need to do is for every vertex on your model, have the total weights be 1.00. On some parts it will be all on one bone, but at the joints, like where the leg meets the hip, you need to blend the weights between the two bones smoothly, so it will bend nicely. This will take a while. It took me longer to do the weights than to make the model in the first place. Link to comment Share on other sites More sharing options...
Bonnie Brandi Posted January 11, 2012 Author Share Posted January 11, 2012 Hello DanielRavenNest and thanks a lot for your reply !!! I had try to paint all parts and the import to Second LIfe works !!! I had select "joint" in SL. My skirt is attach to my avatar but the skirt is totaly deform like an explosion. So I suppose like you said it will take several time to do it. In 3dsMax i had paint my skirt but you said there is another way to do it with Abs. effect in Weight properties, but i can't change this value and don't know why. That's whay i choose the paint option. Thanks again for all, and i will add my first model when it works ^^ Link to comment Share on other sites More sharing options...
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