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Found 13 results

  1. 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?
  2. 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?
  3. I have been told by numerous people to never touch, resize, or move any of the bones of the base skeleton if you don't want it to break with animations. I know that can't be true given the sheer diversity out there with proportions. I wanted to know if there's a "safe way" to move bones. For example, these leg bones up?
  4. 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
  5. 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
  6. Greetings. I have a question regarding mesh avatars. I'm following instructions on the rigging instructions page but would like to know something not mentioned there: To what extent are custom bones supported? Is the builtin animation skeleton the only one we can use, or can you import a mesh containing your own armature granted you use custom animations for it? I have several characters not using the builtin rig and bone naming scheme (L_UPPER_ARM, R_HAND, PELVIS, etc) for which I'd prefer to keep existing animations. I don't expect the appearance editor to work, nor things like the head turning around procedurally, but am hoping that with a custom AO I can still get it to animate the movement accordingly. Renaming the bones to match the current SL mesh isn't a problem, but I have special bones as well which I'd like to be supported by custom animations. Do I have any chance of getting that to work? Thank you.
  7. I have "Iliana" - standart avatar. I wanted to create own animation of dance, using Blender 3D. When I uploaded it, was the first trouble about (Root name must bee "hip"). I renamed root bone to "hip". And I see preview of my animation, when uploaded again. After this, I wanted to send ot for L$10. But there was problem again All names of my bones were "Unknown". Where I can get standart names of bones? Or full scelet? It is desirable for free. I heard about Avastar, but I don't want spend so much money just for fun.
  8. i am probally misunderstanding something here.. but why does Avastar 2 creates a rig for me with 159 bones if i can't get more than 110 inside SL ? I rigged my avatar and SL is not recognizing my weights.. It was working fine before trying out the Extended armature (bento) =(
  9. Hello! Lately I've been trying to learn how to make custom mesh avatars for SL, but I've run into a problem I can't seem to figure out on my own. As far as I know, it should be possible to do what I am trying to do, so hopefully someone can share some much needed knowledge about the subject. The issue I'm having is editing the SL armature to to fit my mesh, which possible, results in some weird bone deformation/offsets in SL on import. Judging from the picture i've attached, the problem seems to be the edited bones not storing rotation in world, where scale and position seems to function just fine. As a result of the bones not being rotated, it causes my avatars legs to spread out in a funny manner (which amusing, isn't very useful! ??) see second picture.
  10. Hi, To simply sum it up, I'm trying to make my first Bento tail. I want it to be longer and larger than the default bone set up for the tail and from what people have told me, modifying the bones is possible because when uploading, I can include joint positions. My issue is is that when I modify the bones, it deforms my mesh badly and the tail does not move exactly with the bones, even when I manually paint the weights for them. Without modifying the Tail bones and using automatic weights, it works fine. But then if I try to resize the tail, it does not bend correctly. Manually fixing the weights after I have resized the skeleton doesn't work either. I want to know if there is a correct way to resize the tail bones without this happening and if not, how to make the tail larger and longer. Thanks.
  11. Hello! <3 I'm working on updating an old bento body to work with more shape sliders, but I'm running into a couple issues. One of them is that the butt and belly shape sliders seem to both affect the PELVIS bone. So, although I need to use the PELVIS bone to weight the belly, this also means the butt shape slider will scale the belly up. I've also noticed that the BUTT volume bone doesn't work as I want it to (scales left to right rather than back), so someone recommended I use the PELVIS bone for the butt too, which works fine, but also means the belly slider would scale the butt up and vice versa. Is this working as intended? Thank you for your time!
  12. So, ever since the hype began about all the new features of ~Bento~ and we all sat with baited breath waiting for the big drop, there was one line I couldn't ignore: "11 extra limb bones for wings, additional arms, or extra legs." In the first bullet point under the headline, "Introducing Project Bento", my dream come true. Let's look again: "additional arms" *clutches holographic Machamp card* So I waited. Nothing. I waited some more. I inquired. I pressured. I attempted to learn mesh at a snail's pace so that I might accomplish my goals on my own. Agony. Today, upon closer inspection of the list of bones included in the Bento update, I am now confused. Are there additional arms or aren't there? Is it even possible to create independently moving bento arms for an avatar like...a Hindu god or a D'Jinn or some kind of fighting type pokemon? It seems to me that it would have been included but...I just don't know anymore. My question is whether or not this feature does in fact exist as advertised or if I'm wasting my own time by looking for it. If it -is- there, I can at least have what I want made custom.
  13. I've been doing some research for an avatar project and had a question: Project Bento's skeleton added a LOT of bones for making non-human avatars, but there still seems to be a deficiency in it for avatars with long, articulating necks, like dinosaurs and Dragons, being that there is only the single neck bone. What can you all tell me about the parameters of the limitation (or am I wrong about that)? Are there any "proper" (ie, supported) workarounds for it? I am not too crazy about deform anims, especially since I have read that LL fixed the uploads to disallow them as part of the Bento update. Thank you in advance for any info and suggestions!
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