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About Me

Found 2 results

  1. 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 alot of tutorial are outdated maybe?
  2. Hello, maybe one of you clever minds can help me with the following problem. I am working on a ring for Maitreya hands. In Blender 3D, I rigged the ring to the mHandMiddle2Right bone in the following way: Position and rescale the ring so it is located at/ around the bone mHandMiddle2Right Apply Rotation & Scale (CTRL+A) to the ring Select the ring and the armature and Set Parent to Armature - Deform With Empty Groups (CTRL+P) Switch the armature to Pose Mode (CTRL + TAB) and select mHandMiddle2Right Switch the ring to Weight Paint Mode (CTRL + TAB) and paint the ring with a weight of 1 (all red), all other groups are empty (zero weight) Rotating mHandMiddle2Right in Blender makes the ring follow perfectly Export the ring as Collada (.dae), selecting SL + OpenSim Rigged option In SL, I only have 1 attachment point per hand - mHandRing1Left or mHandRing1Right. I attach the ring to mHandRing1Right and manually move it to the position of mHandMiddle2Right. However, now the ring follows only mHandRing1Right, just as if the assigned weights of mHandMiddle2Right were overwritten. How can I make it follow mHandMiddle2Right instead?
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