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  1. My attempt to pose the avatar in this file: https://www.mediafire.com/file/tfawh0cl2nue27s/Neutral_Stand_Starting_File_Frozen.blend/file is thwarted by most of the bones being unmovable, and unrotatable due something I did, and I do not know what. An example is AnkleLeft, and AnkleRight. Maybe because they are driven by ikHeelLeft, and ikHeelRight. But I cannot rotate thes on any axis. When I raise ikHeelLeft, and ikHeelRight on the z axis, the knees bend the wrong way. I cannot move ikElbowTargetLeft, nor ikElbowTargetRight. Right after I created this file with a shape file import into Blender, and using an Avastar avatar. I was able to do all of the above. What has gone wrong with this file? Creation: Blender 3.3.1 Avastar: 3.1.0
  2. The file in question can be downloaded from: https://www.mediafire.com/file/uzemw3pwgcdpqzt/Neutral_Stand_Starting_File.blend/file This file was created using the features of the Avastar 3.1.0 plugin. https://avalab.org/avastar/293/help/n-panel/avastar/ The ikHeelRight, and ikHeelLeft, IK function works as expected. When they are grabbed and moved the knee bends as it should. The problem is the IK function for ikWristRight, and ikWristLeft, is not working. When moved they do not bend their respective elbows. As far as I can see these IK constraints are in place. ikElbowLineRight, and ikElbowLineLeft, are parented to ikWristRight, and ikWristLeft respectivey, in way similar to how ikKneeLineRight, and ikKneeLineLeft, are parented to ikHeelLeft, and ikHeelRight. Why do the IK constraints for wrist, and elbow, not work?
  3. Hey, I'm still new to making clothes for games, but I already have some knowledge of blender and marvelus. I really want to try to create clothes and export them to the game. Where can I get standard body models for blender?
  4. Hello! Hoping someone can point me in the right direction on this. I made a character in Blender and I want to make it animesh using avastar. I have everything rigged up, weights painted, groups cleaned up, no stray vertices and the right weight groups. Everything seems fine in pose mode and everything moves the way it should. See the pic "Character before export". Everything seems fine to that point. Then I export using the avastar export and it rescales the rig. See the pic "Character after export". It also seems to do something strange with the joints. See pic entitled Character during upload. Anyone have any idea what's going on? Thanks! (Further note: All scales have been applied as far as I know and I've gone through all the avastar documentation I can find.)
  5. Hello, I apologize if this isn't in the right place, I'm new to the forum and this was my best guess. I'm looking to buy Avastar, and was wondering if the, uh, base(?) product comes with a Bento skeleton or if it's just the update product. I'm hoping that it's available all in one purchase, but I understand if it's not- I just want to make sure I'm understanding what I'm getting out of purchasing whichever products before committing. Thank you!
  6. How can I create a static pose for bento wings? I have a pair of modifiable bento wings. I just want to add a pose where they fold in front of me and cover whoever is with me while the rest of my body is unaffected, the rest does whatever animations are assigned to it. Any clue how I can achieve that? I don't have avastar but I do have bento buddy, I can probably make do if the instructions are for avastar too.
  7. first time creating a pose i followed some tutorials from youtube i did everything i believe correctly with the keyframes and ease-in did locrot and so on.. everything seems fine and works in blender and then when i export from the render tab (still in pose mode and everything is selected) nothing shows in second life viewer it even says the file size is 3kb bc its empty and nothin was exported when i check and upload the animation in the viewer. im using avastar and blender 2.83.. and cant figure out why the export is empty
  8. I've found a set of appearance slider positions that I believe are the default settings (head size 50, head stretch 33, egg head 57, etc.) Should these settings result in no extra scaling or translation of armature bones? The reason I ask is that I've got a dev kit intended for Avastar that I can get to export without Fitted Mesh distortion, but the shapes don't line up in some parts of the body. My head and chest come out too small and the belly is too round, but the hips and hands are fine. My first thought was that the dev kid was modeled with a specific custom body shape slider set, but examining the armature's custom properties, it looks neutral.
  9. I have rigged a mesh using marvelous designer- and then blender to rig. I have done this successfully before however now these shorts are visible only on one side when upload to SL. Does anyone know a fix- I have applied transforms- rotation and scale. I am at a loss. https://gyazo.com/fc41ca10452c5c2984db50819bd4ca1a https://gyazo.com/e89a0e7a5da85e9b9e87795be618a55f That is how it looks for reference.
  10. so i work on male model with dev kits and after creating hoodie with hoodie hat attached on i got to this problem.. since as far as i know body dev kits comes with body only and without head, after exporting it i noticed the hat doesnt move when i move my head only the body so my question is how to make the hat works along with the hoodie i created when exporting since head and body comes in different ways ? : https://ibb.co/ykHddsD - here it looks fine : https://ibb.co/7KPJ7Tr - after i tint the head the hat doesnt move with my head
  11. i made a ring and i cant seem to modify my own mesh after exporting from blender 2.79 i have avatstar and did the export thro their dae but when i export it to SL it doesnt let me modify transfer change or select faces in edit mode even after i dropped the mesh on the ground to apply nothing it just doesnt let me move/ rotate or stretch.. i really need help !! thank you
  12. So I have almost gotten Avastar-based dev kits to work with vanilla Blender by simply hand-adding the expected bind pose info mentioned here: https://blog.machinimatrix.org/fitted_mesh_survival_kit/ . The wild distortions are gone, but things I export are slightly misaligned in-world with the originals. Has anyone else poked at this?
  13. Hi to all, A few clothing makers here have formed a Discord group for makers and new makers to share and find out things on many topics from Blender, 3DMax to Substance Painter to name but a few. If anyone is interested here is the join link. https://discord.gg/Cy3ajtDw Hoping to get a lot of talented and new makers together to share the knowledge, experiences and help make SL the best it can be for everyone.
  14. I am currently using avastar (an older version) and everytime I try to rig a top, for some reason its rigging to the lower half of the body? Just for insight im rigging by first selecting the top then selecting a ring on the avatar to select that and then clicking bind to armature found on the avastar tab under "skinning". My settings for bind to armature are weight: meshes. I have ticked attatch sliders, clear weights & interpolate. Issue is now, when i move upper half of the body, top stays there. However if I move bottom half such as legs.. top moves along. From my understanding, its rigged to the bottom half as under my top mesh the vertex group list seem to be lower half parts only such as upper leg, knee ect. I just have no idea how to fix that and make it upper half. Can someone please help out? I am also very new with avastar / SL creating so please can you be beginner friendly. Thank you! edit: just want to add - I am trying to rig on a lovemomma mesh body dev kit. When I tested the same process out on a maitreya it seemed to work. So prehaps that's where the issue lies , or I'm simply doing something wrong!😊
  15. Hello, I'm very new to rigging meshes and my understanding of the COLLADA format is limited. I do not have Avastar and use Blender exclusively. I have modeled a robe for the Solarian Avatar (later tried to rig it to the default male body from the wiki only to be met with the same issues) I have been tweaking around with the uploading options for hours and I still cannot get my mesh to upload properly. ) : All help is greatly appreciated! The joints seem fine in the mesh preview when uploading, the mesh faces the same direction as the armature in the preview when skin weights are deselected. So far I have tried : general Working with the model facing the X axis in Blender Applying all transformations Parenting the robe to the armature using automatic weights Cleaning up the unused vertex groups with a plugin Cleaning up the seemingly unused vertex groups by hand Getting rid of all vertex groups attached to bones that start with "m" (like mWristLeft), as suggested by a tutorial Entering the custom properties recommended on the Avastar website before exporting into the armature and robe alike Object>Clean Vertex Group Weights Object>Limit Total Vertex Groups exporting Exporting using the SL rigged mesh preset Storing bind info + not storing it All Global Orientation options with Z as the head + apply global orientation checked and unchecked combinations as well in-game skin weights, joint position overrides include joint positions = non-identity bind shape rot. mat is { -0.46309, 0, 0, 0; 0, -0.91281, 0, 0; 0, 0, 1.51221, 0; 0.0213797, -0.0024529, 1.00136, 1 } bind_rot { 0, 0, 1, 0 } in the Log menu "Warning: bind shape matrix is not in standard X-forward orientation." apprears no matter what I do with the model or with the exporting global orientation options. Solarian avatar specific Since the Solarian blender file that comes with it seems to have an Avastar specific rig I have tried: Rigging with automatic weights without any modifications Removing all bones that start with a capital letter, like Pelvis, then renaming all the ones that start with "a" from Avastar to their normal counterparts Removing all bone constraints If any further information is needed, I am more that happy to provide. Thank you so much in advance.
  16. I have the nipple piercing rigged to the Left and right Pec, but the scaling is off. It'll float off the body is the breasts are too big and go into the body if they're too small How do i fix this?
  17. Hello everyone. I made an animation for a right-handed person that performs complex hand movements, from which I'd like to also create a laterally flipped (on the y-axis) animation so the animation is for a left-handed person as well. Is there a simple way to do this in blender-avastar please?
  18. Hello everyone. I made an animation for a right-handed person that performs complex hand movements, from which I'd like to also create a 'faster' and 'slower' animation so the animation as well. Is there a simple way to do this in blender-avastar please?
  19. Hey guys, I want to create a shape changer HUD with sliders to adjust the parameters of body and face for both default SL body and customised body are okay, but I have not found any tutorial online yet. Any help is appreciated! Thanks.
  20. Hey guys, I was wondering if you can share your solution to transfer your customized shape to the mesh you made for selling. I am new to the mesh creator circle so there are still many problems for me to upload and list my mesh to the marketplace. The shape I adjusted is not able to transfer so the mesh someone else buys may not have the same appearance with mine. But I meant to made an adjustable body mesh so anyone can resize it in their own way. Who know how to transfer the shape or any other alternative way to solve the problem?
  21. Hey guys, I was wondering if you can share your solution to transfer your customized shape to the mesh you made for selling. I am new to the mesh creator circle so there are still many problems for me to upload and list my mesh to the marketplace. The shape I adjusted is not able to transfer so the mesh someone else buys may not have the same appearance with mine. But I meant to made an adjustable body mesh so anyone can resize it in their own way. Who know how to transfer the shape or any other alternative way to solve the problem?
  22. Hello all, my first time posting in these forums and I'm hoping I can get some advice. Mostly ... should I get AvaStar with Blender? I grabbed Blender because, hi, I'm an ambitious soul who has an idea for designing an in-game Christmas gift for his husband and I've been doing some reading and research. I don't know if I'm going to ever try designing avatars and I found out that AvaStar is designed around that, though I may attempt that and animations down the line as I learn, but I have seen people saying that AvaStar is worth getting because it helps you avoid 'gotcha' moments with Blender. Mostly, right now, I'm interested in possibly designing clothing and jewelry items and was wondering if AvaStar would be good to get in conjunction with Blender if they both work together, more or less. I know I plan to start small, probably with jewelry designs, but I am wondering f AvaStar would be worth the investment or if I should just stick with Blender. Or if, instead, there's a different program I should look into getting with Blender? Any advice on this front is very appreciated. Thank you. ♥ And speaking of that Christmas gift idea, can anyone tell me if it's a viable idea to design what I have in mind for him and give him a personalized version of it and somehow upload it in SL for his use only?
  23. I'm the creator of the MMnM Bento Naga tail. I am finally trying to fix my screwy slithering animation, but I do not know what is causing the problem. My animation looks great in blender, but when imported to SL, it messes up. I don't know how to make a spoiler. These are my animation export settings This is the proper animation This is what it looks like in SL I assume it has something to do with the modified hierarchy. at the back end of the rig, the tail base bone "Tail1" is connected to "Himdlimb4Right". THis has usually not been a problem, and I have been able to make it work with other tails that use more than just the tail bones. I just do not for the life of me remember how I fixed it. I am using Loc/Rot keys in my animation as well.
  24. Tried looking through the forums for this answer, but there is a lot of pages. i simply want to know if its possible to create animations without the use of avastar? if so can i be redirected to help on how to setup. or get a quick run down on what i need to do to setup. thank you
  25. I just completed with learning Marvelous Designer and planning to buy avastar for blender to start making clothes, so is there anything else i need apart from this and any suggestion to best start with making clothes. Also i heard about getting some body dev kit so how do i make request for that? Please guide me with your suggestions as am new into this field.
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