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Showing results for tags 'blender 2.93.2'.
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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.
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- solarian
- rigged mesh
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Hi everyone I have this error on the log of Second life Mesh import from my project in blender 2.93.2: LOD3 Skinning disabled due to too many joints: 133, maximum: 110 LOD3 Skinning disabled due to too many joints: 133, maximum: 110 LOD3 Skinning disabled due to too many joints: 133, maximum: 110 in 2.79 blender there used to be a feature on export to remove bones not wanting to be exported by the model . Nothing I have tried so far gets passed this and I am hopeful somebody more advanced has the answers of how to work around this please the mesh boning is based on bento angel mesh 'angel_2017-01-09.blend' from the avastar site. Thank you for looking Denise X hugs