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Found 112 results

  1. Hello Everyone, I really wanted to cut down on the number of vertices this heart would have and after doing so, it won’t upload right on SL when I export it with avastar. However, when I use the regular exporter, it seems to work fine which is not necessarily of any advantage to me because, I plan on rigging it and I would need to export it using the avastar option once that is done ( I tested that using the previous model before making additional adjustments to it ). How can I fix it? Should I add additional vertices to the “V” area of the heart? Also, I baked some test textures and they won’t apply correctly on account of this issue. Please help.
  2. With all of the talk lately about how any effort to get content creators to optimize their work might "force content creators out of SL" I thought I'd make some tutorials showing just how easy optimization can be. So for this first tutorial, I'm tackling LOD. Here is the link to the tutorial. I hope you find this information useful.
  3. Hi, eventhough in Blender the weightpaint is smooth, it appears InGame very broken. Please take a look on the screenshot. Why is that? The vertices InGame are also shaking. Why is that? I'm using Blender 2.97b and Avastar 2.0.22 on Windows 10 and uploaded the mesh with FirestormOS Regards.
  4. Hi everyone! I'm posting today about my mesh body I am making. It's fitmesh, it's bento, and sadly the neck is giving me issues. When I look at the weights on the Avastar mesh and copy those weights to my custom body - even when I use the exact correct neck-piece of geometry from the Avastar - there is a gap between my custom body's neck and my CATWA Bento female head. Here's a picture of how the weights look for Avastar's neck: And, here's the weights for my custom body's neck: And here's the neck inworld when my avatar turns it's head to the side: Any help on this issue would be appreciated.
  5. Sari6t

    Jake Belleza and Blender Issue

    Hello, I have received the Jake Belleza Dev Kit from Belleza and am a Blender user. I have 2.79 and 2.72 for various needs and Avastar 1.7.1 for Blender 2.72 and Avastar Bento 2.3.2 for Blender 2.79. I have done my best following the instructions given by Belleza to convert the rig to Avastar/Blender and as far as the rig goes it is functional but the issue is with the mesh clothing floating dramatically away from the body, I've gone so far as to suck it up into the body itself and while it does get it closer the issues that creates moving forward are just silly and not useful. See the picture for what I am getting. I work with most of the other major Dev kits and while each have their own quirks this one is something special lol. If any of you talented mesh makers have over come this I would love to know how. All the best, Scarlet
  6. Passion2010

    Broken Mesh

    Hello, I'm learning how to create and I'm doing a mesh shirt, but I'm trying to ridge it but it will not keeps telling me my mesh is broken and can someone please help me on how to fix this..
  7. 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!
  8. i tried making a pose but seems like no matter what i do it has some strange behavoir. So i thought why not make it simpler and move only one bone. The bone i moved: When exporting this and uploading to SL it has some strange behavoir.. Even the legs seem to move though i've never touched them. Does anyone know what's going on?
  9. 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
  10. Corial

    Verticles

    I have created an object in blender 2.79b and wish to upload it to the beta grid for testing purposes. In blender the item has 17329 verticles or vertexes. However, when I try to upload I get the error vertex number is more then 65534, aborted! Can anyone help me with this problem?
  11. Spaiker Bravitz

    Transparent texture - Blender

    Can anyone help me with a question? Well, I'm working on a bento beard and when creating the texture, the part of the beard that I did not apply texture gets appearing and coming into conflict with the skin. Does anyone know how I can solve this using Blender? Here is a photo of the problem: I applied the solidify for the texture to appear on the other side, but even then the part that has no texture stays that way ...
  12. MIVIMEX

    Problem with baking AO texture

    HELLO! I'm trying to create an exploding barrel and now I made such a mesh. But I have a problem with baking AO shadows texture. On the sides of the barrel where the ribs are visible strips. This is despite the fact that the cylinder 24 VERTS, the SMOOTH is switched on. I can of course make a blur in the photo editor, but how can I make the blur in the settings of baking? Is this possible? Please advise. Thank you so much!
  13. Hello there, I was starting to play around with terrains and ran straight into issues, wondering if they are known issues and if there are solutions ... Since I wanted to setup the whole sim- scene in Blender (latest version) I thought it was a good idea to download the terrain to work on it. I got the primstar-plugin for blender which allows .raw import and importing the .raw works fine, but exporting leads to a complete flat terrain (on the sim, as well when reimported in blender), so something goes wrong here. The primstar latest version is rather old so I tried again using an older version of Blender (2.59) and here the export works.... well ... sortof. When looking closer at the imported terrain on the sim and comparing it to the reference in blender, it appears rather rough, even the parts that are absolutely smooth in blender. But thats not the only issue: the general accuracy appears to be lacking. Some points differ a whole meter of height from the reference in blender. Since I wanted to align offsim-sculpties perfectly to the terrain this is a big problem for me ... I wonder if these accuracy issues are bugs or if the fileformat used for export limits it? if the latter is the case then I can sortof bin the whole project ... Maybe someone could shed some light on this? Or maybe someone knows other tools for working with terrain .raws? Many thanks!
  14. Wyona Steamweaver

    Help with Weight Painting Issue

    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.
  15. I'm new to avastar and I'm learning as I go but right now I'm having a hard time modeling seams on my clothes. Is there a way to freeze the position of my mesh without unbinding it from the armature? I would appreciate all the help.
  16. 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 3d latest version Full perm items without commission Best price Limited offer https://marketplace.secondlife.com/stores/187689
  17. GuardianNikki

    Looking for Blender Users.

    Hello, I make clothes but just cant get the hang of weight painting them no matter what i do. So I'm posting this to ask if anyone that is good at it how much would you charge to weight paint the clothing I make.Or if would prefer to be business partners. Send an IM to GuardianNikki if you have any interest in this.
  18. kinndles

    Duplicate Texturing Issue (Help!)

    Hi there! I'm somewhat new to blender, and I seem to be running into an issue that I can't seem to find an answer for. (It might be SL specific, or I just have no clue what's going wrong.) Basically, I'm trying to make a pair of shoes, which are rigged to a body. I'm forming them with a mirrored plane, then adding a subdiv. modifier, and then after I get the shoe to the place I want it, I just duplicate it, mirror it along the correct axis, and slide it over the other foot. I rig them individually, because I found if I join them together, then it causes issues with the direction of the normals, but that's no problem! The problem i'm encountering is, whenever I bake the textures individually, and then upload them to Second Life, the only one that textures properly is the original. The second, duplicated and mirrored shoe, always has the texture applied to it incorrectly, like it's inside out. So far, I tried to clear the seams of the duplicated shoe, re-do the seams, and then bake it again with a new texture, but that didn't work and just yielded the same exact result. I also tried exporting the duplicated shoe separately, into a fresh blender file, and then re-texturing and re-seaming it, and when uploaded into SL, it also caused the same result with the weird inside-out texture. The normals appear correct in Blender, and I've tried recalculating and flipping the normals as well to no avail. Is there something I'm doing wrong, or can I simply not duplicate/mirror mesh like that, and if so, is there another way to get an exact copy of the shoe but mirrored so I can rig them to the body as needed? I'll provide some pictures below that hopefully help. (The textures are meant to be mirrored and identical, but the logo for example, is on the underside of the shoe instead of the sole.) Thank you!
  19. Wyona Steamweaver

    Mesh Clothing Rigged in Blender?

    Can you still rig mesh clothing with just Blender? If so which Blender version and do I need anything else? I am playing with Marvelous Designer but not sure I can afford Avastar plugin. Any advice is welcome! Wyona.steamweaver
  20. I'm having a problem with UV unwrapping this object pictured below. I'm working on the model in Blender. It's a single mesh, and, as you can see, it has many faces. I've unwrapped the mesh using both the Smart UV and Follow Active Quads; Smart UV seems to work best without marking seams. Below is a screenshot of the node editor. My texture image is a 1024x1024 picture of concrete (seamless). Below is a screenshot of my UV Unwrap: The UV Islands are extremely small and I presume that's the reason the baked texture that I'm getting looks so blurry. Below is what the Texture looks like in Blender: While the material looks better: Unfortunately, once I get the model and baked texture uploaded into SL, it looks like the texture example - blurry. Obviously, I'm new to this and am doing something terribly wrong. I hope someone will be kind enough to give some pointers. Like, do I need to mark seams on such a complex object?
  21. 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.
  22. Hello! I use blender and avastar to make my own body. It's a mesh body of others (A), which has been bound to a skeleton(a). I use the upper part of it to creat my body(B), and binds it to another skeleton(b). I adjust the skeleton(b) to make it same with (a), and I convert body(A)'s weight to body(B), so either the skeleton or weight is same. I didn't do anything with this part of mesh in blender. And i upload both A and B into SL. As a result, other parts of body fits well as it should do, but some parts (which belongs to Chest joint) doesn't fit. The Chest of B is always bigger than the A. Also, clothes from other creators fit with A, but not B. Obviouly there's problem with B's Chest, but I dont know. I tried to adjust deform bone Chest in blender but it doesn't work as I thought. So, why don't they fit? Or, what influences the Chest and makes it bigger than it shall be? Is there anything i missed? Thank you for your help! I've been working on this issue for 3 whole days...
  23. Are there any good shoe modeling tutorials for blender....I prefer step by step instead of videos but videos are good too. I just want to learn something else along side landscaping. Yes I know blender takes time and Im sure modeling a shoe isnt easy but I'm willing to learn as well
  24. I've posted before - in other forums on SL - about what a person's supposed to do to gain the knowledge necessary to do 3D modeling in SL. I am far from being a pro. In fact, I'm so far from 'pro' that the light from 'pro' would take 100 years to reach me. I've dabbled in the process of creating mesh for Second Life; none of it's commercial. Until recently, my efforts have been more of a hobby. But, as I've recently retired from a 25-year career in another field, I'd like the 3D modeling for SL to become more than just a hobby, but not quite what one might call a full-fledged career. I hope that makes sense. I utilize Blender for modeling and have acquired most of my knowledge of the program by watching YouTube videos. I very quickly realized that most of those videos teach concepts that are inapplicable to game engines like SL. In other words, I am keenly aware of the high- versus low-poly issue; most videos teach high-poly modeling. As we all know, high-poly is not appropriate for most game engines. I've received some great advice to previous posts and greatly appreciate it. I've also come across a few SL community forum posts from people who seem to imply that the non-pro modelers, who rely on YouTube should just pack it up or acquire the "proper training" or "get trained." And, I'm sure they don't mean it intentionally, but both statements seem elitist. That's especially true since very few people go on to expand on their opinions. As I said above, I'm ready to expand my "second career" in 3D modeling for SL - also for Sansar, but that's a whole other thing. I want this to be more than a hobby; although, I don't know that the distinction matters. Other than watch YouTube videos geared toward modeling for game engines, how else is an interested person such as myself supposed to acquire "proper training" or "get trained?" Are there schools or online programs that teach programs to adults who want something that's more than a hobby and just short of a full-fledged career? I apologize in advance if this is confusing, but so is the field I'm discussing.
  25. PointlessName

    No idea how to rig for SL (Blender)

    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.
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