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About Me

Found 158 results

  1. Hello, I wish to ask if there are any open text or video tutorials about hair creation. Mostly I'm interested in the UV mapping details, how to unwrap the geometry to make it fit the most hair textures in SL and so, make it easier to retexture. Thanks!
  2. im using blender 2.7. i rig two year ago and took a brake and now back. An old avatar i had made clothing for and rigged in the past and when i upload it doesn't attach as a rig anymore an just an object. i try bento skeleton. basic skeleton. everything move fine in blender. i try avastar and even old rigging method before avastar days. i even try a basic rig box. when i upload and click weight box on sl to upload. it shows that it weight to the body and moving and bending but when i upload and attach it act like and object and can resize move etc on the avatar. i try beta server. try a different computer. basic blender with no add on. i even downloaded the sl basic viewer. had a friend screenshare and made sure i was doing thing correctly and it even puzzled them on why its not working. sl upload gave no error warning. try different selection method to export to make sure i was not doing anything wrong. i probably am doing something wrong though lol. i find. alot of tutorial are outdated maybe?
  3. Greetings, If you are a developer for Mesh, Animation, and Rigging, I am looking to hire a person to train me in Blender. Someone who has experience training is a plus. What I want to Learn: Only the tools I need to rig models to the new animesh skeleton, unwrap UVs. Specific to Second Life common creations such as a mesh rigging. It can be very simple to teach me this. I am not interested in animation. I am not interested in learning anything else in Blender besides very specifically rigging mesh and unwrapping UV on mesh. I am doing this because I am transferring my knowledge of 3Ds Max Autocad to something that isn't necessary for SL since it is very expensive software. I only used 3Ds Max because I was trained in it professionally. (So I am not a complete n00b, I actually have experience doing these things. It won't be hard to teach me. I am not a complete idiot.) Requirements: > Must have access to TeamViewer (Program for streaming sessions and remote screen control) FREE software You must also know how to use this software. This will be how I can tell if you are serious and experienced with training. But if you are, and probably used some other method, I can teach you how to use TeamViewer. > Plenty of experience with Blender and is an active creator for SL > Meet in SL to have an interview and discuss schedule Payment: What you think you should be paid, post here and we can discuss. Terms: At any time you agree that I can cancel at any time if I do not believe I am learning what I need. You'll be paid regardless. Payment is given after each session. (Obviously you'll get paid.) I need time to organize sessions in my busy lifestyle. I work out of my own office but not at home because I am an alien. Becha didn't see that coming. *the voice of vishnu chimes in and tells me that I have no sense of humor and i should be smitten* Let's talk about it, PM me: Leustante
  4. I was wondering if there was a modifier in Blender to reduce vertices while keeping things smooth? I learned that there is a 65k vertices limit when I upload things and whenever I try lessen the vertices (via limited dissolve), it gets the mesh a little blocky or loses the general, smooth shape I want. I tried making a dress and it was going well till I ended up with that limit and well... it’s practically ruined at this point trying to lessen the vertices via the limited dissolve lol. But hey, I’m still a beginner, so... it’s a learning process, ya know! Anyways, anything other than limited dissolve to lessen the vertices to be put under that limit of 65k vertices? In a way to keep the general smooth shape of the clothing item?
  5. Hello, so im having this continues issue when exporting mesh out of marvelous designer and into blender, my mesh seems to break at areas where my seam lines are (where the garments were sewed in MD) here's a screen capture of my mesh when I imported it into blender, I have asked for help in inworld creator groups but none seemed to know what the issue is exactly, id appreciate any help, thanks in advance.
  6. Hello, so im having this continues issue when exporting mesh out of marvelous designer and into blender, my mesh seems to break at areas where my seam lines are (where the garments were sewed in MD) https://gyazo.com/6d4674da0b896de0a7cbf6491cb1c26c here's a screen capture of my mesh when I imported it into blender, I have asked for help in inworld creator groups but none seemed to know what the issue is exactly, id appreciate any help, thanks in advance.
  7. I have been working with Blender for mesh clothes creation for a year now, and have found my way around most problems I encountered so far. Most dev-kits have their own little quirks and once you know about them you can solve the problems they cause. One problem I have not gotten out of the way is rigging for Bento hands. Especially Maitreya and even more so: Belleza. Belleza's dev-kit bento hands can be imported and avastar can convert the rig, but does not provide the bones for the hands. Rigging to a standard avastar 2 skeleton really gives horrible results (deformed hands and fingers). The cause is most probably altered bones... Does anyone know how to properly set up the Belleza bento hands (or cheeky question: has a blend-file with a properly set-up set of belleza (bodies and) hands) in Blender + Avastar 2. Editing the skeleton bones for the hands seems like a world of pain on it's own...
  8. 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, Second Life Viewer - Kylie Remsen @ Silent Motion
  9. Hi again. I'm creator of Purrrfect and Horrifically delicious stores. I selled full perm templates for a lot of years and i'm self educated in mesh. I can teach you basic blender work and creating clothes from nothing. I suspect my methods are not so mainstreem but they are all about the comfort and reducing time of work. I'm not so great in a free sculpting because i'm all about game indistry not art industry (different type of 3d) and all about game industry specifics. I'll not make extremely losg teaching because it's rediculous to create 50 lessons from 5-10. I use some programs you'll have to get somewhere like marvelous designer and retopology progrmas. But this is really when i'm lazy. I dont' think there is need to increase the miracle effect in 3d work, so i show it simple and if you want more story into lessons i can so it. But if you choose just go there and start from scratch i'm fine with it. But please don't think it'll not be effort from your side because after me you'll have to fight with what you've learned by yourself.I can provide some help afterworld like fixing and showing you your mistakes. Maybe it would be nice to have homework to be able to see mistakes right after lesson. I can only accept straight paypal payouts, and we'll speak about price in private. There is only one thing, i have bad english accent so probably you'll want to choose lessons with text not voice.I can include text in video. Contact me by mail or skype: alfirin.dancer@gmail.com (i check mail every morning but by skype you can reach me all day)
  10. 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?
  11. Hello! Is it possible to set the weight evenly and accurately on a certain area (detail) of the object? let's say by highlighting the right triangles. I have a very complicated model and it is almost impossible to crawl in some places. is there a way?
  12. Hello! How to set the size of the mesh model in a Blender? I have shown in a blender: 0.591 x 1.132 x 0.730 (x,y,z) and when uploading in sl size: 23.263 x 44.574 x 28.726 (x,y,z) Of course, I can change it in sl after uploading, and what to do if this is a rigged avatar?
  13. Hi, I build a building in blender, and soon after following some forum tips to build the Physics of the same, but I have not been successful in upload, I do not know where I am going wrong
  14. Hello! I'm trying to figure out the hierarchy of bones names in the SL. Here is the hierarchy of the bones of my model: and SL default model: As you can see on one "branch" I have 4 "branches" (or parent and children - I'm not sure), and on the other there are five. There is no such thing on default SL model. I start with mPelvis as root, but I don’t know what to do next. please, help! What names should I give to my bones so that the download is successful?
  15. Blender Precision difficulties emulating a Prim Slice with a mesh object. https://jira.secondlife.com/browse/BUG-227312 What just happened? I contacted the Blender Mesh Development group on SL who could not provide and answer to me currently only stating this was not a blender precision problem. I created a mesh tube 0.09194 long. I was told that if I created another object as far out as the length of the item I created it would move the axis as a splice does in second life with a prim. I had some difficulties in blender getting a box selection of dimensions which I felt was a the most basic requirement in Blender. However I could get this in object mode . I duplicated object so i could get one in object mode without the tiny item at the long end. The measurement .09194 on the z axis. as shown below: 1) I created another mall object precisely at .018388 giving my bounding box as this length this can be seen in image below 2) I imported this mesh via collada dae file into SL and rezzed it in world. I duplicated it so i had two next to each other ** 3,)And then increased Z on one of them to 50m Both ends of the item grew What were you doing when it happened? I was enlarging a Mesh item imported into SL expecting it to behave like a sliced prim cut halfway through . I was told by increasing bounding box this would emulate a spliced prim halfway through. What were you expecting to happen instead? I was expecting the end as shown in following picture marked by the green arrow to remain in position. instead it extends on both ends . This would appear to be an error of precision but my figures have been checked . Can some one explain why in mesh you cannot replicate a spliced prim? Other information I am hopeful for some intelligent replies not conjecture or opinion. It should be noted that it is very easy to slice a prim in half to do this with accurate precision result. How is it then that the mesh produced from Blender cannot match the resolutions of prim in SL? *UPDATE THREAD LOCKED As normal Jira has closed this without a referral to LindenLabs. I have to wonder what they actually do as none of my issues have ever been resolved by them. Its just typical of this service close the issue and hope you go away. I have already explained that the Blender Development Group was unable to resolve this why then has Kyle Linen done his useful dutiful obligation nothing ! Is it a wonder people are now spamming this group as it appears they are not willing to provide any reasonable required response. Kyle Linden can see from my objects that they are identical in size to those in blender thus this must be something that Second Life is doing different to mesh objects as oppose to prims . I reported this as a bug as it is a bug that you will not mend .Why is that exactly? As you have done nothing in seven days tin law this stands as a legal position without answer. Thank you for reading this Denise. Note above: Can anyone help please as Jira seems to do nothing but record information now .
  16. I'll make this quick so you don't have to read all day. Got a custom avatar, it contains many different meshes. When trying to rig with "original collision bones" (http://wiki.secondlife.com/wiki/Mesh/Rigging_Fitted_Mesh) the model doesn't work at all. I've tried overlapping a default model ontop of mine and rigging off of it, just ends up becoming a hot mess, even after fixing the weight, and uploading it, the model is just broken sideways and deformed, besides it not looking like that in any render of blender. So what do I do. I've tried looking everywhere. all I can find on the forums and youtube videos for rigging basic cloths, for default shaped avatars, or rigging models that also use the default shape, or very close to it. My avatar is small and bulky with a lot of grouped mesh. So what do I do? How do I do it, and is it better off just rigging the mesh alone, or the whole model. I've done rigging in other programs, but SL is strict.
  17. Hi everyone, I am very new to blender and as I make my way through learning the interfaces by watching and following various tutorials on youtube, I have had so much fun with playing around with the settings. There is so much more to learn but, one thing I have been stuck on for the last couple of hours is baking. I have watched a few tutorials so far and searched through the forums but, I cannot seem to find anything that correlates with my blender. I either can’t find the buttons described in the tutorial or the version I am using seems updated. I would really like to know how to bake and export this texture from the cycles render. Sorry, If my technical terms are off. I am still learning a lot. But, is it possible to save the image texture applied in the cycles render? Here is the tutorial I followed https://youtu.be/zqhi8q4EGZk My final render looks a little different after doodooling with various features as a result of frustration and curiosity. However, I like how it looks at the moment.
  18. Valeforania

    Blender Issue

    Hihi Everyone, My Blender (2.8) seems to be incapable of exporting rigged mesh/animations properly. Animation: I can import a base skeleton to Blender, model around it, animate it, and everything is fine. When I upload the .bvh to SL it either animates backwards, upside down, or completely deforms my avatar. Mesh: Everything works perfectly in Blender. The mesh moves with the bones and I can animate it without problems. When I upload the mesh it looks okay in the uploader. When I attach it to my avatar, it is deformed horribly - sometimes inside out. If I have it set to include joint positions it deforms my avatar. If I check an animation from 2.79 in BVH Hacker, it looks fine. If I open the same file in 2.8 and export it, BVH Hacker just shows a blob of red that has some motion around the edges. I've tried every different XYZ setting to try and fix it but nothing has worked. Is there a new plugin I am missing? Or maybe I have overlooked a setting somewhere?
  19. 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.
  20. Once I made a window and it turned out so unusual, the light is reflected like something else. but I didn't remember how I did it. here for comparison, a simple cube with all the settings and textures repeating the window glass. but the effect is completely different. I never managed to repeat this effect again. no matter flat or smooth setting in a blender. Can anyone know how to repeat this effect?
  21. 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...
  22. 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.
  23. 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
  24. 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!
  25. 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
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