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Orabelle

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  1. Orabelle

    Upload Problems

    I had done that as well, but thanks. ;3 After re-rigging it multiple times from scratch, for what felt like ages, I seem to have fixed the issue somehow. It must have been something weird with the weighting or something. I didn't change much, so I still find it strange that it was acting so glitchy. Thanks for your responses. :heart: 
  2. Orabelle

    Upload Problems

    I've made sure to do all of those things, so I don't think that's the issue here. Resting in the T-pose, facing the positive X axis, and scale and rotation applied, centered at 0, 0 ,0. For both the armature and model.  Do I need to add collison bones? I read that those weren't needed, just the mBones, so I avoided the extra work.
  3. Orabelle

    Upload Problems

    Ok, so after messing around with the model for a while in Blender, I'm still not getting very good results, I still have noodly appendages. Any more advice you guys could give me? 
  4. Orabelle

    Upload Problems

    Haha, oh wow. Sounds like a bad time to be returning to SL. While it does seem a bit strange, this is my first attempt at using a rigged mesh avatar, so there could definitely be problems on my end. It's just hard to fix a problem when you don't know what it is. Lol. The model in Blender moves exactly as it should, so I'm not really sure. I just tried using the premade mesh avatars in the game library and they all got stretched like crazy. Relogging seemed to fix that issue. I can see what you were saying. :catlol:
  5. Orabelle

    Upload Problems

    The one above came from the wiki, I just downloaded+uploaded. http://wiki.secondlife.com/wiki/Mesh/Rigging_Fitted_Mesh The mesh I tried rigging myself, using Blender v2.74, has all 26 bones with the correct names and all the vertex groups weighted. Scale and rotation have been applied. Exported to .dae with SL presets. 
  6. Orabelle

    Upload Problems

    So I've been trying to upload a mesh avatar to wear, but whenever I try to upload the model, it's all messed up. I assumed I did something wrong in the creation process, but I tried using the default SL female skeleton, but that glitches out as well, and I never touched that file. If I upload it and wear it, it's even more of a mess. Any reason why this might be happening? Pic included. 
  7. Ohh, ohh! I figured it out! That wasn't as hard as I made it out to be, thanks!
  8. Quick question about uv/textures in Blender.. I'll add a picture to show what I'm talking about. Ok, so I have this premade model, I've got the textures and stuff already made. I'm a bit confused with adding the textures in the UV/Image Editor however. I can add the first image no problem, but as you can see in the attached image, there's sections above that for the other textures. Using 3 different textures for this example. The model is 1 mesh with 3 materials added, with the corresponding textures attached to the materials as they should be. So how do I work with the uv side of it?
  9. Yeah, I have a feeling the timing will be a huge pain to work with. Haha. It's just a fun little project I'm working on though, so it won't have to be too perfect, thankfully. Thanks for your input, it's really helpful.
  10. Thanks for your reply. That clears up that. I'm thinking maybe instead of turning the object invisible, I could just detach/delete the worn object at the end of the animation, so it wouldn't be there at all. You think that would work well? It's something I could definitely work with, now that I think about it.
  11. Is it possible to throw/toss object that are worn? Or something to that extent anyways. I've seen those 'gun' scripts and whatnot that 'fire' copies of inventory objects, but what I'm looking for is something that moves the original. Like, for example you have a ball in hand and you want to toss it a short distance. How would I go about doing that? Second question - assuming the above is possible, would you be able to start another script the moment said object is thrown? I'm not sure what all is possible. Maybe the first part would detach said object and move it to the world, and that would be the starting factor? I dunno, just a thought. I'm a newbie, help me out. X3
  12. Can anyone help me on how I would link or attach a prim to the end of a flexible prim? I want the solid prim to follow the flexible path of the flexi prim. Is this possible? I'm thinking it isn't, but it doesn't hurt to ask. If not, do you think an animation would be suitable for something swaying in the wind?
  13. Yes, those problems will continue to be. The way I wrote that might not have gotten my full point across, I'm thinking the finalized project does indeed matter, but during the creation process, you can make it however. That, and it shouldn't matter if it's for personal use, like what I'm working on.
  14. My spoon is too big! :matte-motes-shocked: On a more serious note, the sparked discussion has been great, I appreciate the added insight. My original focus was to get the proportions right, but I now realize how redundant my question really was. When building things, size really doesn't matter, as you can always resize everything to your liking once finished.
  15. Thanks for the replies, it's helped.
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