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Found 5 results

  1. Hi all! I dont want my hair to get scaled in y and z axis while changing the breast size. So i break connections in y and z axis for pec bones. But when i upload the mesh in second life nothing changes. How can i export it with joint changes?
  2. 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.
  3. Hi everyone I have this error on the log of Second life Mesh import from my project in blender 2.93.2: LOD3 Skinning disabled due to too many joints: 133, maximum: 110 LOD3 Skinning disabled due to too many joints: 133, maximum: 110 LOD3 Skinning disabled due to too many joints: 133, maximum: 110 in 2.79 blender there used to be a feature on export to remove bones not wanting to be exported by the model . Nothing I have tried so far gets passed this and I am hopeful somebody more advanced has the answers of how to work around this please the mesh boning is based on bento angel mesh 'angel_2017-01-09.blend' from the avastar site. Thank you for looking Denise X hugs
  4. Sorry for the fairly noob question, but I'm really struggling with this one. I've successfully created normal, diffuse UV maps from Blender 2.9. I did check the export to SL option. However, when I import the mesh object into Second Life and the texture maps, they are not aligning to the faces. In fact the mesh, which is a single prim, doesn't appear to have any set face in SL. How is it that I've been able to create UV maps and apply textures to faces in Blender 2.9 but despite clicking the export to SL option, SL won't recognise where the faces are on the object in SL? I know I've missed a step, but what? How it looks in Blender 2.9 https://gyazo.com/007580b905549fd83ee58892e03f8b73 How it looks in SL https://gyazo.com/835198c554289e0cfc073eb74b13c0a8 (note: I'm just using the normal as diffuse so you can see how it's not lined up) It might have something to do with unwrapping, but it looks so different in 2.9. Thanks for any help.
  5. I'm new to create mesh in blender and I'm trying to export a clock for second life but have an error of "missing required level of detail". What do I do? I'm new, so I don't know work in the world of creations still.
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