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  1. 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
  2. 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
  3. 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?
  4. 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.
  5. 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!😊
  6. 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.
  7. 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?
  8. 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?
  9. 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?
  10. 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.
  11. 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?
  12. 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?
  13. 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?
  14. 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.
  15. 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
  16. 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.
  17. 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?
  18. 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?
  19. 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
  20. 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? 🙂
  21. 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 !
  22. 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.
  23. 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.
  24. 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.
  25. 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.
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