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Gryphon Oxide

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  1. in maya you can make a skeleton ...... using ik ect..... the skeleton you would want to update to is the actual second life skeleton http://wiki.secondlife.com/wiki/Mesh/Rigging_Fitted_Mesh go to the download links in tab and download the zip..... re rigg your clothing or attactment ... using that ... there are many tutorials on rigging and avastar is good to use if you use blender ..... I use maya..... but lot is the same between the two you can rigg to a specific bind pose then convert it back if nessary ...... but your rigg should match up to the wieghts from the sl one collision will be 1.032, 0.98, 0.32 ((example)) mpelvis is the root all classic bones will be mpelvis mlowerback ect..... if you were doing fitted aka collision or liquid mesh you would be rigging and binding to collision bones PELVIS, BUTT, ....... ect if your pose isnt in a t pose can set the pose and revert to tpose freeze transformation and delete history fix the minor stuff rebind and copy wieghts ...... there are many different things could do
  2. the sl skeleton collision bones are wighted to a specific wieght.... you would have to reset the skeleton back to the sl wieghts and update weight paint(if needed)...... you can do alternate bind poses but if the numbers dont match up when you upload it you will get wierd deformaties go to wiki and get the skeleton file ... comes in a blend , dea, ma, and fbx .... make sure reset back to the orignal skeleton csause all sl avas are based on that if that helps
  3. Hello ...... I am wondering if you can make a nurbs curve or even multiply nurbs curves and add joints to them .... I see the joint option .... tried it once and I was thrown like 4k in the air awhile ago ..... In maya you can make a nurbs curve and add joints .... a example would be to add joint and connect them to the femur to achieve better movement in a skirt .... that is a example at least Just wondering if you can or cant do that .... might be a noob question but was wondering
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