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Found 23 results

  1. Aloha. Noob builder question: I'm curious about the potential impacts of Apple's move away from OpenGL. Will the impacts be felt primarily behind the scenes at LL, or will changes also be necessary for residents and builders? I enjoy digital art and would like to take a stab at creating 3D content too. I use Linux, Mac, and Windows for SL as a resident, but use Mac exclusively as an artist. Most of my experience is with Photoshop, so before I try out tools like Blender, Avastar, Maya, or 3D Max I'm wondering if items created with these would be successful in a post-OpenGL world.
  2. Hello everybody! I'm a Maya beginner, and I have some questions for you: What renderer for Maya most of Second Life creators prefer using for texture baking: Mental Ray or V-Ray? What kind of lighting in Maya Second Life creators using to achive results like this: I mean, less shadows, dark spots inside and outside. Is it may special HDRI map? What do you guys think? Thank you!
  3. 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 Full perm items without commission Best price https://marketplace.secondlife.com/stores/187689
  4. 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
  5. Hello there, first time poster, I tend to try my best to look for established answers of issues before asking but to be honest, I'm stumped, despite seeing this issue solved in this forum I can't seem to work this out. The Issue: So, I've been playing around with making a custom model for an avatar lately, and the mesh shape is pretty sound. The only issue is, whenever I attempt to wear said mesh, the whole thing becomes this crumpled mess seen below. Now, I know that the mesh rig will not appear as wanted until also creating an animation set for the rig to follow, but from what I'm
  6. THIS problem has been affecting me for years (literally) and I've never figured it out. Many hours of testing and seeking info online. It's about time I ask for help. Collision bones and the SL shape sliders. I want to use the shape sliders with my custom mesh body. It's a regular bipedal human. The rigging/weight painting part isnt the problem. I have a lot of experience, but I need to test the collision bones inside Maya after I'm done. However, SL shape sliders scale the mesh in a way that I cant seem to replicate, so it's been an absolute guessing game. Trial and error to get a
  7. Hello, So i've got the bento skeleton and my mesh in maya, i've only loosely moved the bones into place and did the binding. Mostly so i dont spend hours only to find out it isn't working because I did a similar thing in the past. With that said, when i go to upload, i see the object one way but when i wear it the mesh crumples in on itself. Pictures below. Not sure what's happening since the joints all seem to be in the right place and displaying properly in the preview upload section. Any help would be greatly appreciated.
  8. Anyone able to make this work? Assuming everything with my model and skeleton are right, is there something special you need to do get SL to recognize different joint positions when exporting from Maya? It always just bunches the rig up into the standard avatar pose.
  9. 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
  10. Hi viewer, I'm currently looking for someone who could introduce me on how meshing works in SL, in world. I would honestly just like to work first on little things (whatever is the easiest, i don't know if its furniture, houses, or clothes) and then gradually excel more in other complicated things. I always liked 3d, it was something i really wanted to do when i first started playing 3d games. So if you can understand that same drive, feeling, and passion then I guess you would know that i want to be on that same boat as you currently are or once did. Hear me out: • I've already
  11. I know I'm aiming too high, esp for someone who does not have proper training on mesh making but I'm really really motivated. I want to know what it takes to make it to that level and I want to know what the pros do. I know it takes more than just having all the right software but I have to start somewhere, right? So if there's any pro out there who are willing to help I'd be glad to take your advice.
  12. Is there any way to use proper animation software to make BVH animations for SL? I'll be blunt about it, Qavimator is way too basic and limited for me; preferably, I'd love to be able to use something more flexible/multi-purpose, such as Maya (or less desirably, 3DS Max) to create and export animations in the BVH format for use in-world with avatars. All the threads I keep finding though either are full of dead links, or deleted posts. I'm currently using a combination of Maya 2016 and 3DS Max 2011 for all of my 3D work, so if there's any way I could use either of these to create my own animat
  13. Does blender's rigify add-on make blender's rigging as easy to use as Maya's? I've never used Maya and only blender, but I've heard Maya's rigging is easier. Also, do you think the rigify add-on helps the rigging process much? I haven't used it.Thanks.
  14. I have this mesh tail I did a few years ago. I tried to rigged it to the bento shape, but when I tried to export it, Maya just crashes or just locks up.. I can export it normally, but I can't export it via bento... So I don't know if me moving the tail bento joints out is causing it.. or could be tail...
  15. Hello All! Thank you for viewing my inquiry. I am using Mayastar in Maya 2016, windows 10. I am having trouble with bone mHindLimbsRoot. I am trying to animate the up and down of a horse's rump when it walks using that bone. I've double checked my weights, the rear goes with the bone when I move it. But when I key the up and down translation it does not stick. No animation at all, the bone jus sits there. I attached a picture of the bone I am talking about because what's in a name...? Every other bone acts right, save mHindLimbsRoot. Has anyone had trouble with it?
  16. Hi all! I have Alegorithmic's Substance Painter application and it is so great for getting great looking items... that is until I TRY to get the darned things into SL - then FAIL. The app has a "baked light" filter that gets some detail on but you really don't get that fully baked thing going on. I have been banging my head against this for weeks trying to find SOME way to get these great textures OUT of SP and into SL. Has anyone found a way - that does not require the use of Blender - to get the textures rendered out looking anything like the originals? I am a Maya user. This i
  17. Hi, does anyone know what skills would be required to create virtual worlds within Sansar? I know that a knowledge of Maya modelling would be necessary but how about coding? Would I need a basic knowledge on game design? Thanks
  18. Hey, I've been trying to import a Bikini into blender, I made the mesh in blender - then imported it into Maya to rig (it can only be rigged in maya) and this used to work fine, But now when I export the mesh from Maya, it'll always give me a .dea Parsing error, but when I export the non rigged from blender, it's fine. The name of the file has been the same as previour working projects, I double chakced the mesh and it's fine, seems to be an issue when exporting from Maya exlusivly. anyone know any fixes?
  19. Has anyone have had any success with converting rigged mesh files for mesh bodies to maya files so they can be uploaded to second life? I know fbx and dae files can exported from blender and imported in maya, but usually rigged files get the wrong values such that can't be uploaded and work correctly. Does anyone have a method a program that can do the job? I ask because most mesh body files that I've gotten from designers are blender files, and I use maya.
  20. I'm trying to animate in maya and using the exporter (version 5) found here: http://circle.twu.net/progs/ When I preview my animation in secondlife, which axis is rotating seems to be messed up? I've tried changing the rotate order in the exporter since that seems like the right thing to do, but the only thing that happened is that secondlife couldn't read my file. How do I fix this?
  21. Whenever I try to copy skin weights from a mesh body, I end up with this kind of issue when moving the joints like this https://i.gyazo.com/7c7e6b43356665033e144f909d3b31ab.mp4 Is there a way to easily copy weights in Maya or other software without having this issue? I was playing around with making a layer for alpha's for a mesh body with the same issue, even when both have the same topology.
  22. Will Sansar support scenes and objects created in Cinema 4D or only Maya? Anyone know? Cinema 4D allows exported .FBX and .DAE files.. I can currently upload meshes into Second Life created from Cinema 4D.
  23. so I am Fairly newish with maya I know my way around abit of it but i have ran into a recent issue with the textures or uvs My work flow is sometimes i will GOZ from zbrush to uv map the object and Batch bake it then take the textures into photoshop and texture on a 1025 bitmap image then place them back into maya to see how they look on the model once happy with the uv layout and textures I'll export as a DAE file and upload into SL the mesh works perfectly untill i try to place the textures on the prim they dont sit on the prim as it did in maya, Its like the meshes UV have shrank
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