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Found 65 results

  1. 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
  2. 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.
  3. i really do not understand the belleza dev kit. i had watched the video by Gaia Clary where you add the dev kit in the developer kit tab in the Avastar addon tab. https://prnt.sc/tcbhc1 i rigged my nails after doing that. then i tested on second life of the outcome and this happens. https://prnt.sc/tcbigt rigged in blender https://prnt.sc/tcbitf why does it keep doing this? is there a step i missed?
  4. I've recently been practicing making hair. However, when I want fuller hair and not have the alpha mess with the other parts of the mesh it will still proceed to do it. Is there a way i could fix this problem?
  5. Hi Everyone! I am in the middle of trying to make sense of the Machinimatrix website. I am a bit confused about whether or not Avastar for Blender 2.8 has been released? I see that you can now purchase Avastar 2.81 on their website, but the blog/news/documentation pages have not explicitly announced that it is ready. I am a bit nervous about spending 36,00 € without knowing if it is the final/stable version. Thanks in advance
  6. I am currently attempting to upload rigged custom mesh hands. Although... when i get the chance to upload both hands to secondlife, this appears differently on SL, rather than how it looks in blender. in blender, they look completely normal with no ridged edges. They bend normal in blender, they just look so much better in blender. The weights are fine, unless that's the main problem here? However i originally deleted the right hand and mirrored the left one to the right side. So that when edit the left hand, it will symmetrically edit the right hand too. So i'm confused if the weights of the left hand is now on the right hand, yet the right hand are attached to the right hand weights? i'm just really confused at this point. How could i fix this? so that my hands don't look like i shoved them in a food processor? 🙂
  7. LBenzBaby

    Rigging Classes

    Im looking for anyone who teaches rigging. I's fairly new to rigging and I need the extra help. My email is benzbaby.vu@outlook.com . I use avastar in blender and i have most of the body kits. I want to learn how to rigg clothing and accessories ♥ Please email me if you can teach and how much you are charging $Ls ♥ Thank you !
  8. i am testing a few things out with a custom mesh body. I am attempting to make an test alpha hud with it working with the body. when i split the body in half (upperbody and lowerbody) its connected as seen in blender, but when i upload it to secondlife the splitting is so clear even from far away how can i keep the body connected without it splitting? This also happens when i cut other parts of the body, like the arms, and legs. The vertices aren't moved and they're in the same place even after being split up.
  9. I'm familiar with the program Blender, but I'm not sure how to make accessories like piercings and earrings. Would I need avastar to rig stuff like rings to fingers? I'm not sure what rig and non-rig means. I'm still very new to blender. Thanks for the help. Sorry if this isn't the correct subject forum to post in.
  10. I just started learning mesh and am mostly using tutorials. I am working on a bikini and the top rigged perfectly but the bottom is doing something I'm not sure how to fix. https://gyazo.com/674b28d4e7e5cfab1138fd9063e94143 I don't have any current knowledge of Blender and Avastar except what I've learned from tutorials. I've been following this tutorial. Edit: Sorry, apparently that video is unacceptable to link.
  11. Hello, Please excuse my noobishness, as I am just getting into animations, but I'm not sure where to turn to for help. I think my problem is that I just don't know the right questions to ask or the right keywords to put into Google search. Let me explain what my project is as best I can. I've been making transforming robot avatars for some time now, Up until now they have all had two modes, a bipedal humanoid robot mode and a vehicle mode, When in robot mode I don't use any animations at all, All the robot parts are just attached to their appropriate bones\attachment points. When the transformation is activated, scripts play an SL animation that folds the avatar up into a locked pose, and all the mechanical parts move to form the vehicle. This works pretty well and I've done several avatars with this technique now. Feeling pretty confident with the modelling and scripting side of things, I'm attempting to do something more challenging. My Current project is a bipedal robot that transforms into a wolf. I've got all my meshes done for this, and now I am moving on to doing animations. The idea is that with no SL animations playing the avatar will be standing around like a normal humanoid. I want to create an animation that will take the basic skeleton (I don't need or want bento bones for this) and put the avatar into a quadruped pose. Imagine bending over and placing your hands on the ground. If I just take a basic humanoid shape and adjust the angles of the joints, I can't really get the body into the shape I want. Specifically there are some distances between joints that I think need to change (if my thinking on this is wrong please set me straight.) In this case, when the animation is playing I want the distance between the knee and the ankle to be ~%70 of the what distance between those two joints is when the animation is not playing. Similarly, The overall distance from the shoulders to the hips needs to increase to %150 the length. Basically imagine that the lower legs get shorter and the spine gets longer when the animation is playing and revert to the lengths set by the SL body shape when the animation stops. One of my goals is that the avatar can use any normal humaniod animations when not in wolf mode like dances or furniture poses/animations. I've been doing some trial and error with Avastar in Blender, but frankly I'm a bit overwhelmed by all the options and jargon in Avastar. I would absolutely love it if a kind person was willing to do some hand holding to teach me what I am missing, (if you're willing to go that far I'm willing to compensate you cause I know that's a big ask.) However I don't expect to get that level of assistance, so I'll happily take whatever advice I can get, even if its just cluing me in to what this kind of thing is called, so that I can figure out and find what documentation or tutorials I should be reading. Thanks kindly in advance.
  12. Hello, I am trying to make an animation where, my avatar is laying down and using a palm device. However, when I upload to sl, he is upright. Any suggestions what I should do? thanks.
  13. Hello, I've been having problems more recently with pelvis rotations within blender & using avastar. I have made roughly over 500 animations in the past using the same program/plugin versions and I have never seen this happen before. What happens is when the pelvis is rotated with curves; the entire body of the avatar jolts once it is in SL, otherwise it looks perfectly fine in Blender. Here is what it looks like in Blender: https://gyazo.com/e745e52fc1abfad26dcec32c47c71001 and here is what it looks like once it is imported into SL: https://gyazo.com/c056342957fff3b2122b3441ab103532 As you can see, there is a major problem here, and I'm thinking maybe it's a problem with SL itself. I always export and upload in .anim format. The animation is running at 30fps (iv'e tried slower) and iv'e also tried exporting it with other settings, like; use translations.Also I had the avatar enabled with IK's set to 1.0. I even tried moving the avatar in certain positions from the origin, with still no luck. Has anyone at all got any idea why this is happening? I'm surprised no one else has reported this that I have not seen. Any input is deeply appreciated. This issue is basically showstopping my work. Versions used and tested: Avastar 1.0/Blender 2.69 and Avastar 2.5.1/Blender 2.79 Viewers tested on: Firestorm 6.0.2.56680, Second Life Viewer 6.2.3.527758 - Kylie Remsen @ Silent Motion
  14. Hello! I am trying to rig a non T-pose character. Its in an "I"-pose actually, arms are down, legs together. So I rig it, everything is fine, but how do I get it back to T-pose before I upload it? Alt+R dont work. And another thing. It seems bones are somehow locked, they dont move 360 degrees, its fine but still curious how to disable it. Any help please?
  15. I have been told by numerous people to never touch, resize, or move any of the bones of the base skeleton if you don't want it to break with animations. I know that can't be true given the sheer diversity out there with proportions. I wanted to know if there's a "safe way" to move bones. For example, these leg bones up?
  16. I'm new to avastar and I use blender. I messed up the weight on one part of my model and now I'm stuck, long story short I ended up removing all the weight on that bone. My question is pretty obvious, how do I copy the original weight of that bone back to my model, but only that bone while keeping the rest of the weights untouched. I'm desperate for answers, I don't wanna have to redo the whole process. Please help me.
  17. Alguien conoce alguna forma de exportar animaciones desde Blender a SL sin tener que utilizar Avastar?. Al exportar como .bvh el visor de SL no lo quiere leer. Gracias.
  18. I started playing with making animations using new Bento bones lately and noticed a weird issue I haven't seen before. I've made an animation for a tail and uploaded it to SL but it somewhat degraded in quality. The first video is the animation as seen in Blender 2.78 and the second is inworld after export using Avastar 2RC9 .anim exporter option. I tried using BVH format but it completely scrambled up my animation to the point of not resembling the original one at all. The issue mostly appears in slower animations. I read somewhere that SL optimizes animations throwing out frames where there's only a small change from the last one, I tried changing fps of the animation, its length and speed but it didn't seem to change the resulting inworld animation. The only improvement I noticed was when I used NLA Editor and duplicated the animation a couple of times and lined up one after another, extending its length this way. The result was considerably closer to the original animation but still not as fluid. I'm curious to hear from other animators how to deal with this issue.
  19. I was following a few avastar tutorials for adding physics to an original mesh model but all of them go from where I was, finishing weight painting, to going to a category called 'fitting' and generating weights for physics. That's where the red physics bones show up and they continue from there. But my avastar is lacking this option. What did I do wrong? Is there an update I'm missing, a setting, some sort of priming for the model to be done first? Alternatively, is there an alternate way to add physics bones in blender that will work with second life's physics? Other people Me I am using a second life skeleton, if that helps any.
  20. Hi, As the title said, having trouble with snap to base function or store join edits with avastar. I'm currently working on the Kemono bento base file and I've made wings that use the bento fingers but when ever I've made the edits and select the bones to press "snap to base", it either reverts the fingers back to default or pushes the skeleton back and keeps doing so. Was wondering if there was a reason for this. Thanks, Mimaah
  21. Hello. I'm rather new to secondlife and looking to create clothes. I'd like to someday get a devkit, but I know I have a lot of work set out ahead of me before I can do that. I have a lot of experience as an artist in general (in the past I've made a full-time living off 2D art and painting), and a handful of knowledge about 3D modeling - though nowhere near as vast. But I do very much know my way around blender, and I'm excited to learn the bits about modeling itself that I don't know yet. For the most part I am right now making furniture and accessories (though I haven't released anything on the market yet), but in between I'd like to just do some experimental things with clothes, at least for myself, for now. The block in the road here is that all resources have pointed me to the Standard Sizes found in the marketplace, but the dropbox link doesn't work anymore, and doesn't seem to have since sometime last year. Is there anywhere else I can find these? I've seen a few discussions where people have brought up fitmesh, but I'm a bit confused on that also. I wear the Maitreya body, and for the most part things that are labelled XS will fit me. I wouldn't be able to dream of getting the maitreya devkit right now (if ever? from some of the comments I've seen...), but I don't quite understand if the fitmesh will fit me (and I guess, someday, others) if I were to create on it, or if I would also still need the standard sizing avastar models as well. Thanks!
  22. When I create a pose in the avastar, a posture to sit, the avatar in the second life stays flying. Can someone help me down for the pose to stay on the ground and not fly? thank you
  23. ive just started learning avastar2 and been going through whatever tutorials i can find and successfully started making standing animations , however i have been trying to make sitting animations but end up floating a few inches off the floor in game even though im ground level in blender. i have followed posts on here about the cog control and set locrot but that didn't change anything, the character moves to the desired position but always hovers a few inches of the ground or any other object. im a bit stuck and any help would be appreciated thanks
  24. So i stumbled upon this limit on sl which pretty much makes any decent weight paint of a face a nightmare, i have this mouth that i have to weight paint but the bones are really close to each other, this makes the whole process overly complicated and frustrating, most of the time i find myself surpassing that limit in order to achieve a somehow working mouth but then again ...sl wont accept more then 4 weight group per vertex, also using the "Limit total" function doesn't help a lot. i really need some suggestions and tips for the workflows that i need to follow in order to avoid messing with the limit and making a decent weight paint.
  25. I have an animation which I'd like to upload for personal use at priority 6. With this said, it's only one animation, and I can't justify the $40 price tag to get Avastar so I can upload a SINGLE priority 6 animation. With this in mind, I'm looking for someone who has Avastar already, and would be willing to help! I'll be willing to pay a reasonable for it, in addition to covering the 10L$ upload cost! If anyone is interested, I'd prefer to communicate further via in-world IM, so I can share the dl privately. Thanks in advance!
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