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Found 142 results

  1. If you need custom made made items feel free to contact ica84 inworld... You chan check some of my previous items i made on my flickr: https://www.flickr.com/photos/151832979@N03/ or marketplace: https://marketplace.secondlife.com/stores/156210 so you can get a feel what i made. Note that i did only few of clothes rigging and i awoid doing it at this moment. also if u r interested in attending one on one classes in 3d modeling let me know too...
  2. 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.
  3. This is not really a tutorial, more a walk though of me tackling this, I've tried to explain stuff as I go. I made 8 funnels 24 prim / li total. These are prims, so they degrade with distance really nicely. The look great .. if a little expensive these days. I exported these with firestorm as collada and reimported right back into SL I did not touch the options in the uploader, defaults all the way. It cost me L$35, they are now 15 Li .. Oh no !! My LOD is set to the max allowed in the stock Linden viewer. and if I move my camera back just a little YUK! So I can either reupload, spend more and change the numbers to give it higher detail .. costs more and uses more Li. Nope. I could change my viewer settings so they look awesome! Only now everything in SL is rendered the same way, I guess I didn't like my frame-rate anyway, and it's totally worth a slower SL everywhere just so I can enjoy these .. ok, maybe not. Import into blender 2.8, from this point on i will use menus (and add keyboard shortcuts in brackets) for uncommon things, and just keyboard shortcuts for common ones .. sure there is a menu for everything if you prefer to spend all day on this Press and hold the middle mouse to move your camera, scroll mouse wheel to zoom (or ctrl+middle mouse), shift + middle mouse to pan. Selected all objects 'Select > All' (A) .. or just draw a box around them. Join into one object 'Object - Join' (CTRL+J) .. just to make it easier. I have enabled the wireframe in the viewport overlay At the bottom of the screen you can see how much detail there is in your mesh with the verts, edges and tris. (the slash in the number shows Selected/Total, in this case we have everything selected so the numbers are the same ) Tris:3264 - The number of triangles used to make this object. Faces:3264 - the flat solid looking triangles you can see! Edges:6176 - the lines. Verts:3008 - the points where the lines meet. Ouch, seems the export from SL is a bit .. verbose, not a bad thing, but the opposite of what we want to have back in SL. Lets just do some quick and dirty clean up. Press (TAB) to get into edit mode .. there is a drop down for this, but yeah, it's TAB, you're done. There will be lots of duplicated vertices (the points that all the lines connect to), this just makes things painful .. so get rid of them by 'Mesh > Clean up > Merge By Distance' Bottom of the screen it says - Removed 1616 verticies .. which is well over half what we started with and the other numbers have gotten lower too. Win win .. wait a minute, it all looks horrible !! Seems all the texture data from SL got screwed up, thats ok, we didnt want it anyway ! But this is ugly, so lets make it easier to see while we work on. from the drop down in the top right of the viewport, i set lighting to flat, picked a nice light green and then enable cavity (a little shading, we cant use this anywhere else, but it makes working easier to see). Back face Culling is an important one, blender likes to show faces as being double sided (like a sheet of paper), SL does not. Next, lets ask blender to make it simpler, this wont affect the shape, just remove all the unnecessary bits. 'Mesh > Clean up > Limited Dissolve' That's better, and the numbers are going down ! Next, lets get rid of the stuff inside that we cant see. We know this model has stuff inside that we want to get rid of. If you put two prims side by side, export them from SL, you get everything, even the faces that are out of sight. Select nothing by clicking on the background somewhere. From the top selector, pick 'faces', this controls what bits of the mesh we can select by clicking on it. (Good time to mention the first one is verts, next is edges) You could now start clicking on faces to select them one by one .. but that would take ages .. So lets find another way. Press C you will get a round dotted cursor, scroll the mouse wheel to make it nice and big, and then click, hold and paint all over the funnels. Right click when done. (To deselect this with tool, you can just hold SHIFT while you paint.. don't do that now though, that's not what were doing!) Looks good right? Nope ! Use middle mouse to orbit your camera around .. see what it did OK, lets do that again, and again orbiting the camera each time till we have all the visible faces selected. If you miss click and drop your selection, you can press CTRL+Z to go back to your previous. Half of blender is selecting the bits of your model to work on. Take a moment to slowly rotate around and make sure you got all the faces you could see. Even inside the holes! We think we should ONLY the outside faces of the model selected. Next, lets Hide the stuff we have selected Press H ! Poof, a lot went away and were left with some rings? These are faces we didn't select because they are inside the model. This is not ALL of the hidden faces .. hmmm, got a bad feeling about this. I think we back track and find another way to only expose the hidden faces we don't want. (This is where you decide this was a silly idea and go buy a funnel from the market place like a normal person.) Why did we just do all that if it wouldn't work? Sometimes blender wont do exactly what you expect There are many ways to accomplish the same end. Learning how to fix mistakes is a key skill. Press CTRL+Z a few times till you get back to all the funnels looking complete before we hide anything before. Lets peek in a menu .. 'Select > Select All By Trait > Interior faces' .. why didn't we just do that?! because depending on how your model has been made it doesn't always work, and from my experience with SL imports .. it's not going to help. For me at least with this example .. it selects nothing - either look at the numbers in the bottom right corner, or tap G (to Grab) the selected stuff and move your mouse about .. great visual way of seeing what you have selected .. press right click drop them back without making any changes. We could start peeking inside and trying to select bits we want to get rid of manually .. too slow and too much eye strain, although for some models you may end up resorting to this as a final final last step. Rule of thumb, if it feels like you're pixel editing .. back up and find another way. Lets manually select the stuff we want to keep, but not one by one. Press ALT+SHIFT and then click next to a line, it selected a while ring! (take a few minutes here to play with this and get a feel for selecting stuff) You can hold SHIFT and keep clicking on other bits to add those to the selection. If you miss and drop your selected parts, press CTRL+Z .. undo is your best friend, buy it a cake. Keep going till you have all the 'sides' selected. Holding shift click on the top faces to select those too middle mouse orbit your cam select the bottom faces Now press H to hide the selection How did we do? Ok! Start with the big top ring! Select that (notice it still has a couple of parts, so get each, Press X to delete and from the popup menu, pick 'Faces' It left some edges (and vertices) behind .. we don't care, we might need them .. we might not .. and if not, blenders auto clean up tools will get them later. Now then, lets have a close look at the bottom rings Hmm, seems like our exported prims dont match up perfectly .. well, in any case we wont need this interior faces, so lets select them and delete as before.. pick a face or two and press X, pick faces from the popup, keep going till you just have two rings Press ALT+H to unhide everything to check we didnt delete anything we wanted to keep by accident. if you did .. CTRL Z a couple times to the rescue ! Delete a little less in one go, double check selections of stuff in previous steps. if its all good CTRL+Z once to go back to the outside being hidden. Do the other 7 funnels. (yes, its a chore and slow .. but that muscle memory needs a work out. Remember, you get good, then you get fast. You can use any combination of methods to select stuff to hide, play about, remember how much Undo loves you. you will end up with this OK .. now, let see what's going on with that join. Yike .. We have holes and an almost unlimited number of ways to fix this. We could just patch the holes up with new faces .. probably ugly not to mention fiddly, We could merge the two edge rings together by joining some of those verts up .. slow and fiddly We could junk that bottom part entirely and remake it. fast and easy .. let do that. Middle mouse your camera over so you're looking at the bottom Change the select tool to verticies Using C .. select the ends. If you're clumsy like me and pick bits in the middle too, hold shift while in the C tool and deselect. Select all the geometry that's connected to those points we picked with 'Select > Select Linked > Linked' (or CTRL+L) and then make them go away forever with the X key and picking 'faces' .. if extra stuff goes away .. Undo, double check your selection, try again. Use the C tool to select all those top points .. waait .. just scrubbing your mouse around is going to pick up stuff we dont want so adjust your camera and be careful When you think you have it, tap G and move your mouse about, if only the tops move, you did it. right click to leave the points where they were. Double check by moving your camera and using G again, it pays to be careful. Now, we need to extrude those rings out to match the size of the prims, lucky for US both blender and SL use the same scale! We could have left a couple of edges behind from the previous step as a guide, we could just eyeball it, but for this lets get the size from the actual prim in SL .. which for me from top to bottom is 0.3 ! This one is a few key commands together .. yes menus .. but this is bread and butter stuff, so its really better to just learn the keyboard shortcut way. Press E to extrude, you will have a load of tubes moving about with your mouse, dont click anywhere ! Press Z to lock movement to the Z axis Then type "-.3" (the distance to move, minus as were moving down) and press ENTER Lets close those round holes. Select nothing, Select one pair of rings at a time. and from the top menu 'Edge > Bridge Edge loops' Do the rest. How are we looking for triangle count ? Not too bad. Yes those end funnel parts are more detailed than the SL export, but the over all count is lower. Lets dump these into SL and see what happens. 'FIle > Export > Collada' Bottom left of the screen that appears Make sure selection only is picked (should be) Name the file 'Funnel LOD0.dae' Toss it into SL, same as at the start, not going to change anything on the upload floater, and .... drum roll ... Oh damn !! That's a third of the cost and 3 Li rather than 15 ! BUT WAIT ! THERE'S MORE ! We can now get about twice as far away before they start to collapse The textures are wrong, we need to UV unwrap and a little baking and they will look epic. We can do better on the LOD and cost by manually making those meshes (at least make it degrade smoother even if we cant save any more Li) But this is already a stupid long post. It took me 90 mins .. and I was taking screenshots and writing this mess for most of that. If I was just doing this .. 5 minutes.
  4. Hi I ran into a problem after trying to import my own creation into second life. While I am not new to 3D modelling with Blender and other programs, I have always only created things for fun. Now I have decided to import few of those creations into Second Life but the materials I have used do not display in the preview at all. I have used the Cycles Render and I would like to get some help from you people that have done it before. How do I solve my issue with Materials not displaying in Second Life after Exporting a Collada file from Blender Rendered in Cycles? Any help would be really appreciated and Thanks in Advance
  5. Hi everyone, hope you're having an lovely day. I'm about to return to SL, since I have been away for some RL issues, and I would like to return using my creativity. So, I would like give a try to build stuff. I would like to know how I can create a mesh house. There's other ways to create a house, without being on the game? What are the best programs? Blender? 3ds Max? Thank you all!
  6. Okay so I took Signature Gianni Rigged body and exported it as .dae file , including armature and checked "deformed bones only" , then I imported that dae file in Marvelous designer and when i move the bones the mesh does not move with them, it seems unrigged. Please help me figure out what I'm missing what I'm doing wrong. I checked Forums and Youtube but nop no answers related to this issue
  7. Hello! I am making a small building about 3 x 5 in size and baking AO map in blender render, but for some reason it appears too dark inside, the walls seem gray. How can I make it lighter but not lose the shadow in the corners? (the building has two doors and windows on all walls).
  8. I don't have Avastar and i can't figure out how to get the fitted mesh to work right The keep bind info workaround isn't working for me, do i have to buy avastar to fix this? I'm using blender v2.79
  9. 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.
  10. Hello everyone If anyone need any costum mesh clothes work send me msg in inworld or a notecard. 100% fitted mesh clothes Created on Maya Full perm items without commission Best price https://marketplace.secondlife.com/stores/187689
  11. Hello! Sometimes I encounter such a problem on a firestorm when uploading a mesh and textures made in a blender. everything seems to be done correctly, but it turns out an absolutely black surface in the game. The texture looks fine, baked in a blender. reworked several times. reassigned materials. checked the amount of materials. really do not want to redo everything again. What can be wrong?
  12. I made rings/accessory for bento hands. but A problem occurred in Belleza bento hands... plz tell me about Belleza bento hands in Blender ■ I imported Belleza bento hands(dae file) with reference to this site. https://avastar.guru/fragment/devkit-import-belleza/ in my case → Target Rig : Extended (cuz use bento) ■ When I validated hands bone, it became like this → https://prnt.sc/n65p0s I seem to have some problem...? ■ I made a ring to this hand in Blender and upload in In-world. but when I wear ring, a finger did not have it. It was put on in the place apart from hand. I tried the same procedure by Belleza body. Belleza Body(dae file) was available without a problem in Blender and mesh object corresponding to this body was available without a problem in In-World btw, I use → Blender 2.79 / Belleza_FemaleBentoHands_DaeApril2018 (dev kit) I am troubled very much. plz help me :'(
  13. My name is Shu shu in-world, I am looking for someone i can trust and someone that is reliable, and can get things on with in a certain time frame I will pay you after you get the rigging done, because that is more comfortable to me, Don't sent me the blender files until i have see the rig in-world, once i see the rig in-world and if i think its perfect i will hand you the L and i might choose you to be a full time rigger for my store and you will get commission. but only if i think we can work together long time and i will be happy with results I'm also looking to pay someone to teach me to rig clothing properly if you are interested please contact me in-world at Nymphk
  14. Hello! when baking textures in a blender, *blocky* jaggedness appears, how to remove it? texture resolution 2048x2048. I use blender render, selected to active normals/ao baking method, and these are my settings: I even tried 4096x4096 and changed the interpolation option on the Image node from "Linear" to "Smart" but it didnt helped.
  15. Hellow everyone!, I am starting in the bender design and I am currently finishing a rigged model for the NAM Chibi body. To my perception the weight of the skin is acceptable, the base body was provided by the creator and the gray model created by me. i was exported the gray model as collada.dae, and when trying to upload it as a model to SL. I can not include the weight of the skin I have no idea how to solve this error, could someone help me? thank you very much for your attention.!
  16. Hola a todos!. Me estoy iniciando en el diseño en bender y actualmente termine un modelo riggeado para el cuerpo NAM Chibi. A mi percepción el peso de la piel esta perfecto, el cuerpo base fue proporcionado por el creador y el modelo gris creado por mi. Eh Exportado el modelo gris como collada.dae, y al momento de intentar subirlo como modelo a SL. no puedo incluir el peso de la piel No tengo idea como resolver este error, No tengo idea si tiene que ver con las dimenciones del modelo en Blender o en la forma en que debo exportarlo, alguien podria ayudarme? muchas gracias por su atencion
  17. 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.
  18. software used: Blender 2.79b, Avastar 2.5.1 and firestorm viewer. Hello, i'm having an issue with a mesh limb for a custom avatar i made that uses custom joint offset (pic1, pic2), i upload it with "include skin weight" and "include joint position" . the arm it self works until i wear some mesh that is rigged with a different joint offset, this will dislocate completely the limb and i have to relog to fix it. Also the fingers are all pointing in the wrong direction whenever i wear something or not. I'm not sure what i'm doing wrong, this is the first time i'm using different joint offsets. link for the blend file, NOTE this is the dumbed down version of the mesh : https://drive.google.com/file/d/1q2YfVvDktjmRMC_X7997eUpFQoJr5Kd_/view?usp=sharing Any help is appreciated
  19. Hello! I'm just started being more friendly with Blender now; I would like to know how to make bento pose for couples? Is it possible to add two avastar in blender to make a perfect pose? Please help!
  20. Hello! I'm a fan of those darned fake shadows creators make for mesh items (that seem kind of unpopular). I've been able to make them before in Blender, without issue, but I've lost my notes and I can't seem to find someone that can tell me what I'm forgetting in the parts of the process I can remember. I've found a few vids on YT that create what I want to create (a wall shadow for photo frames)...but when I follow the steps - I can't reproduce the result. I know how to do AO bakes... but a transparent 'bake' seems to allude me and I have made a piece that I'd like to create a custom shadow for. I have done a search through the forums before posting - in hopes someone asked/answered the same question - my apologies if it hit me in the face without my seeing it. Thanks! Edit: Found the issue and now all is well... I had selected lighting in Blender that does not generate a shadow on other objects *headdesks*
  21. The title says it all. I always get blurry textures even when I bake it on a larger image, soon as I downsize it to 1024 or 512 depending on size of the object I get a blurry result. Sometimes it messes up the image What should I do?
  22. I am creating a mesh body in Blender for upload to SL. I have divided the mesh into multiple objects, each object with multiple materials/faces, to allow for multiple alpha cuts on the resulting mesh body. When I had the mesh as all one piece, I assigned a texture to it. As I assign the multiple materials/faces to each object it loses the texture assignment the original object had. For each material (8 per object) on each object (about 18 objects so far), I currently: 1. On the Material panel->Surface tab, Change "Color" to "Image Texture". 2. Select the texture from the list available (or open for a new texture). ...in order to get the texture to show up on that new material on an object that already had the texture showing on the whole object. Is there a shortcut way to select multiple materials, or the whole object, and assign the texture to all the materials on the object? Or a way to create the new materials that inherit the current texture settings? I am using Blender Version 2.79b 2018-03-22 on a Mac.
  23. created some realistc fur using the blender hair particle emitter even converted it to mesh with the "convert" button found in the modifier section but when uploaded to secondlife I get the "Dae Parsing error" message is this possible what am I doing wrong?
  24. Bonjour à tous, je viens de créer une nouvelle chaîne YouTube consacrée à l'apprentissage de Blender spécifiquement pour second life. Une visite, un like, ou un abonnement à ma chaine m'encouragerai à continuer ces cours. Toutes vos suggestions sont les bienvenues. Ici pour visiter ma chaine You Tube A tres bientot 😉
  25. I'm new to create mesh in blender and I'm trying to export a clock for second life but have an error of "missing required level of detail". What do I do? I'm new, so I don't know work in the world of creations still.
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