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  1. I'm a beginner to mesh and SL, but I created a simple sign in blender. Is there a way to make the mesh clickable when it's imported into SL or do I always have to create a prim and make that prim root hidden inside the sign to make the scripts work and my mesh clickable for the scripts to work?
  2. I have some knowledge of 3d mesh objects creation and I wanted to learn to create my own mesh clothes for mesh avis in Sceond Life. I went through some creation tutorials and I got the jist of creating clothes and sewing and some buttons work and even pocket creations. One thing I had issues with trying to learn in Blender 3d mesh creation was texturing. I know you can only add 8 materials per mesh object. And I know how to map out faces for texture applying in Blender. From what I saw in Marvelous is that you can have the normals and uv maps and specular created in it. Here is my question(s): 1. Do you export the normals and uv's and Specular maps FROM Marvelous and upload that into SL? Or do you take that to Blender with the mesh OBJ and assign it there after rigging? 2. Can you re edit the uv map by picking more faces to a mesh clothing item and if so what does it do to the Marvelous designer uv image then? 3. It was my understanding that Marvelous does all the mapping and you jsut take in the mesh obj clothes to rig it to body types in Blender and import that into sl? 4. Are the ao's uv maps, specualars and normal maps that creators import to give out as full perm from Marvelous directly or from Blender? Any help creators can provide would be so helpful I have looked and looked for this information in youtube can't find proper information.
  3. so i been creating accessories for a while and thought to start with clothes and i already made my first shirt using Signature Body model on MD - to blender - to second life.. but the problem is its matching ONLY signature body and my question is if i want to make it for legacy for example do i need to get the kit and overdo everything i did and with the huds copy it like to 3-4 bodies id like to create ? it doesnt make any sense to me i need to start from zero to each body.. since u cant move/stretch rigged clothes what is the magic then is there a script or a trick or what? thanks for responding !
  4. Hello fellows, I'm basically brand new to the creation scene, I have enjoyed using full perm mesh to build a small store but I have really reached a limit to my creativity there, and want to pursue creating my own custom pieces. I have all the software/plugins (blender, avastar, marvelous, any other suggestions welcome too) and already received a few dev kits(belleza & gianni), and I have already applied for most of the rest, but have hit my first two speed bumps. Belleza's "How to" info notecard says: So, thats fine except the thighs on the A pose given are pressed together, pushing inside one another. I know how to separate them, but I'm concerned if I do, the quality of my final product will be compromised. How do I make clothing for the lower body, and rig it properly, without separating the touching thighs? How would i even get a pair of shorts in between the legs, assuming I am using physics based methods of creating clothing, like marvelous designer? AND the second speed bump, when exporting the body as a wavefront obj to model clothing onto it, how do I get it sized properly for something like marvelous designer? When I move it from Blender to Marvelous, it shrinks massively.
  5. i upload a mesh and i notice when i scretch the item the back is getting opened and deformed it never happened to me before i made sure all my modilfers on blender applied before exporting i made a beanie and this what happen what did i miss ?
  6. 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
  7. im new to rigged mesh building and on blender it looks good and when i export it as dea to sl it looks horible i did automatic weight paint i have uv maps all set up and it works well on blender with the pose mode but only in when i upload its bad. heres how it is on blender:https://ibb.co/DDtB1rj and how it looks in second life:https://ibb.co/0yVNMX4 is the problem comes because the avatar i use not good? or the automatic weight paints ruins it? or its something else? please help and thanks everyone
  8. 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?
  9. So. I'm new to creating and I made a dress in marvelous designer. The problem I keep having is when I import the obj to Blender, it doesn't fit on the body. I used the Slink HG body in MD and I'm using it in Blender. Can someone please help me with this issue?
  10. 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.
  11. 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!😊
  12. I have been trying for days to do physics for this one house and I am at my wits end. I have the model. I've built it and deleted it about 60 times now 😅and I really don't know where to go from here. If someone could help me understand and help me do the physics so I can see where I've been an absolute *****, it would be beyond appreciated.
  13. I am frustratd with Blender 2.912 its pretty cool except for rigging . The main problem is edits to bones in edit mode dont reflect to the same change in Pose mode and visa versa . This is really frustrating and you have to know secret commands to reset this pose as a default pose and all this stupid stuff that it was really not meant for this use in blender . Why cant the edits you do in either before adding weights move accross TO THE OTHER MODE ITS EXTREEMLY SILLY . This becmes a problem when your moving bone tails in edit and require a thin bone for teath you cant prioperly scale he bone in edit mode like you can in pose mode . I have not found out why not. You then end up with two completely differant bone positions to wahats in POSE and EDIT mode cant the blender team fix this? DISCUSS
  14. Hello everyone, I'd like to understand picture resolutions and pixelation when baking textures to meshes in blender. Here I have a very simple node setup where I'm using a repeating pattern texture onto an unwrapped cube. The pattern image is 2220X2220 and I'm baking onto a baking image that has the same dimensions (I'm using "combined" as baking option). On the left is the rendered mesh up close, where you can see the nice detail. On the right is the finished bake, where the pixelations shows. Here is the node setup: Could someone explain what is going on during this baking process that transforms the bake into this pixelation and what is the correct way to fix this? Also, I'm using a cube for this example since it's easy to unwrap but my goal is to texture clothing items so the unwrap is sometimes not as neat as this. Thank you all for your help and advice.
  15. Hello I made my model on Blender 2.9 and inside blender It works fine, but when I try to import it into Second Life all mesh turns into a mess On secondlife: On blender: I based the Rigging on this tutorial (Yes, I fixed weights) https://www.youtube.com/watch?v=7TQ3z5uxPnI how can I fix it?
  16. Buenas a todos. Mi problema es que desde hace un tiempo vengo subiendo a SL algunas creaciones y de todas ellas, solo la primera subió con sus texturas, luego ya no pude volver a hacer uso de esa opción. Esta es la primera vez que intento subir un mesh con rig y tampoco me aparece la opción para subirlo con pesos de piel, ¿algún consejo?. Aclaro que usé Blender 2.79, 2.78 y 2.77 y Firestorm para SL 5.1 y 5.0 y nada. Tampoco utilizo Avastar, es que solo necesito los huesos de la cabeza, cuello y parte superior de la espalda. Agradezco mucho su atención.
  17. 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.
  18. Hey you yes you! Do you work well with a team? Do you love being creative making things unique beautiful? We are looking for a Animesh Texturer that works with 3d models, Blender or Maya (examples) to join our Breedable Staff Team. If interested please Message Sian aka welshgoddess resident in Second Life.
  19. I used the alpha hash method in blender to create the illusion of mesh, it looks similar to this cloud but I'd prefer it to look closer to the fur from the poptart. Could anyone help me on how to achieve this?
  20. I'm wondering how I would go about bento-rigging a blender mesh head? I've tried understanding it and looking up tutorials, but there seems to be virtually no information on it for beginners. I have a little experience with blender, especially modelling - but i guess you could still consider me pretty new at everything it can do (like rigging/bone stuff). I want to have an animal head imported to Second Life & I would like it to blink. Maybe a little eyebrow action, too, I don't know. I'm hesitant to really download the bento plugin(?) for blender(??) without knowing anything about what to do. So, how do I do this from scratch? Do I just learn how to rig in blender/use bento and the rest sort of comes together? 👉👈
  21. 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?
  22. I often find myself using devkits destined to be in blender but i have a recurrent problem that solving it take a lot of work and is often not very accurate. it comes on as warped every bone in the correct position but turned 90 degrees
  23. im trying to upload a mesh project to SL and although the scale appears fine in blender, when uploading it the scale is way off from what it was, can anyone tell me what im doing wrong? i have used a female mesh model to size it and that looks fine as its only a test subject at the moment but the only issue seems to be scaling and texture applying but why? any help would be great and thanks please see images below.
  24. Hello I'm a Blender artist who would like to create clothes for SL, but it seems a lot of the information on the wiki is outdated, or does not reflect actual practice. Other info is scattered across third party websites, and I'm not sure what is most up to date. Please note, I don't want to rely on using Avastar. From what I see in the marketplace, standard practice is to design clothes for specific bodies ("Hourglass", "eBody", "Maitreya", "Avatar 2.0", etc...) using their "dev kits". What is the best way to make one mesh that fits the greatest number of bodies? If this isn't an option, what are the most common shapes that I should stick to designing for? I understand making new mesh avatars for animals and/or fantasy creatures, but why do creators make mesh humans at all, when SL has body sliders in the viewer itself? When designing for the standard avatar body (is this what's referred to as "legacy"?) where is the correct skeleton and mesh combination? I have tried all of the following: Bento Page August 2016 female says the rig is broken, in Blender, displays 159 bones as dots instead of octahedral, stick, etc... Bento Page August 2016 angel rig has 133 bones (same as my avatar_skeleton.xml), but also displays bones as dots (am I doing something wrong...?) Bento Page FBXs don't work in modern versions of Blender (error: version 6100 unsupported, must use 7100 or later). Apparently there's a way to convert them to modern format, but I haven't done it yet. Avatar Workbench page workbench-271 is for a super old version of Blender, and only has 26 bones Avatar Workbench page "Bento Female-2017-01-09" has 159 bones, but the breast bones extend beyond the mesh, making me think the wrong mesh is being used in the file, and if used for modeling, will cause deformations upon upload. Therefore I really don't trust the whole mesh. On the Skeleton Guide what is the difference between "Sliders that affect Bones" and "Sliders that affect Collision Volumes"? Aren't they all used to affect deformation bone size? What is the purpose of similar bones that are close to each other, example: mCollarLeft and LEFT_CLAVICLE. Should one be given weight painting preference over another? Thanks for any help that is provided.
  25. Kaiilaniix

    Legacy Rigging

    Hi! I'm creating some mesh nails and I want to rig them for the legacy body. I'm currently using the legacy devkit provided on mighty ginkgo's website as the rest of their devkits have done the job. When I open the legacy dev kit theres only two bones (a main hand bone controlling the 4 fingers, and a bone controlling the thumb). On other devkits they've had 3 bones in the finger for each section. I'm wondering how I could rig mesh nails to the body with the bones provided, looking on MP it's possible but I;m not entirely sure how. Any tips/advice at all is appreciated! :}
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