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I'm new to Second Life. My account says it's older than I've used it, but I've always wanted to dip into it. I'm curious on the expected pricing of an export of a model I own. So I have my own 3D model of a character I'm wanting to export to SL. It's already been rigged, weighted, textured, everything. Even some emission maps for the glow that may need tweaking. I've read the documentation and understand that the hierarchy has to follow SL's own naming. Admittedly, it's partially my own impatience. I've tried Avastar repeatedly, even with the guide of the some of the residents that have built it. I've either been confused or so close yet so far in working with Blender. The model is humanoid, but heavily armored. It's SFW. The only minor inconveniences would be the 1) the tail, 2) the shoulder pads and 3) the 'eyes'. But it lacks a mouth and has fewer 'toes' so simplicity's sake. On top of this the model itself in the file is in an A-Pose as well... At this point I'm more than willing to discuss payment in Lindens. Image Below: (Glossiness is only a result of Blender's rendering) I thank you all for taking the time to read this.
Hello everyone! I use Maya 2016 and tried both the bento skeletons found here and here. Though the animation plays, it forces the arm to move to the position of the shoulder. Earlier when I made an animation that moved the fingers, when i uploaded it it forced the fingers to move to the position of the wrist. It seems that my animations force the rotating joint to move to its previous joint in hierarchy! I have Maya working in meters, I have the up axis as Y, as suggested in the BVH exporter text instructions. What am I doing wrong? Any help appreciated! P.S: I uploaded the animation on megafile if that helps: http://www.megafileupload.com/1qj1o/test1.bvh EDIT : I tried with the SL skeleton before the bento bones and everything worked right. What is going on ? EDIT #2 : The Exporter found here http://circle.twu.net/progs/ in version 1.5 worked for me. I had been using 1.6 and it kept giving me that error I updated the title of the thread as well in case someone else needs to find that.