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About Me

Found 19 results

  1. Hi, I have been creating in SL since 2009, if you are in need of a custom (rigged / unrigged including textures) mesh creator (human & creature avatar, clothing, statue, vehicles, buildings, small items etc..) inworlds via instant message / notecard (in case ims being capped please send a notecard too ). and my full permissions marketplace items here : https://marketplace.secondlife.com/stores/60638
  2. SO! To start off, I am making a bodysuit for the Signature Alice mesh body. Since it’s a new body I like quite a bit, want clothing, sell clothing, etc. I got the Dev Kit, but I replaced the armature/pose with the workbench on one of Avastar’s blog post. (NOT the plugin you buy). The devkit armature didn’t work, so thats why. I tried to bento skeleton but I couldn’t seem to get the grid to recognize the skin weights. So I’m trying with the default, non-bento armature. I used the weight transfer option when attaching the bodysuit to the pose/armature as well. Which makes it rigged perfectly to how I want it to be so far. NOW. When I upload to the beta grid to test, everything is fine... BUT. It is not deformed to the Signature Alice mesh body (which I have on the file for reference). It looks more deformed for the classic avatar? I was wondering if anyone who has dealt with rigging clothes to a mesh body has any tips or tricks to deal with this? I am using Blender 2.8 (which so far does the same thing as 2.79 and honestly has an easier UI than 2.79). I do NOT have the Avastar plugin (don’t plan on having it anytime soon). I am using a default, non-bento skeleton (couldn’t get the bento skin weights recognized). And I am a complete beginner at this. XD I literally started less than a week ago. My Process ——— Rig bodysuit to armature using Armature Deform with Weight (something) Rigged perfectly fine. Export as DAE file and choosing the dropdown option for SL+OpenWorld rigged Upload (all good so far yepperz) Wear Rigged good... ... ..Not deformed to mesh body (Signature Alice)... TLDR: I got a mesh body devkit (Alice Signature) switched armature to default non bento skeleton because the devkit one wasn’t recognized as well as the bento skeleton, rigged it well (great even if I say so), upload normal with all the skin weight checkbox... but it isn’t deformed to the meshbody from the devkit. So I’m asking how to get it where it is scaled and deformed to the mesh body. Do not have Avastar and using Blender 2.8 btw.
  3. I have been creating in SL since 2009, if you are in need of a custom (rigged / unrigged including textures) mesh creator (human & creature avatar, clothing, statue, vehicles, buildings, small items etc..) inworlds via instant message / notecard (in case ims being capped please send a notecard too ). and my full permissions marketplace items here : https://marketplace.secondlife.com/stores/60638
  4. Hello, I'm looking for a rigger as I'm trying to create clothes for the first time. I'm entirely useless when it comes to rigging, I've tried dozens of times and only achieved loss of keyboard buttons. I don't know how riggers work and/or what is required or how much it costs, but I'd appreciate it a lot if all of this is explained either here or in SL. If you're a rigger and interested, please IM me (mariana Mapochi) or reply here! C: ♥ Here are my socials if you're curious regards to the style: https://www.facebook.com/CryBunBun https://www.flickr.com/photos/164454600@N04/ Thank you. ♥
  5. Hi I have been creating in SL since 2009, if you are in need of a custom (rigged / unrigged including textures) mesh creator (human & creature avatar, clothing, statue, vehicles, buildings, small items etc..) inworlds via instant message / notecard (in case ims being capped please send a notecard too ). and my full permissions marketplace items here : https://marketplace.secondlife.com/stores/60638
  6. Hi I have been creating in SL since 2009, if you are in need of a custom (rigged / unrigged including textures) mesh creator (human & creature avatar, clothing, statue, vehicles, buildings, small items etc..) inworlds via instant message / notecard (in case ims being capped please send a notecard too ). and my full permissions marketplace items here : https://marketplace.secondlife.com/stores/60638
  7. Hi I have been creating in SL since 2009, if you are in need of a custom (rigged / unrigged including textures) mesh creator (human & creature avatar, clothing, statue, vehicles, buildings, small items etc..) inworlds via instant message / notecard (in case ims being capped please send a notecard too ). and my full permissions marketplace items here : https://marketplace.secondlife.com/stores/60638
  8. Hallo, habt ihr eine Idee warum ich keine in Blender erstellten Animationen für geriggte Objekte nach SL hochladen kann? Es kommt immer die gleiche Fehlermeldung: falscher root name. Danke für Antworten♥
  9. Pretty simple, want a specific hoodie designed for the body to include having the hood up. This link contains Mature content It will be rigged, either bunched up above the chest or just cut that way, short sleeves, strings hanging down in front. Feel free to respond to this post or send me a message in SL to discuss pricing. Please provide examples of your previous work. Thank you.
  10. Need someone to create a couple custom rigged mesh avatars for a RP sim we are working on. Contact me for details.
  11. I have been creating in SL since 2009, if you are in need of a custom (rigged / unrigged including textures) mesh creator (human & creature avatar, clothing, statue, vehicles, buildings, small items etc..) inworlds via instant message / notecard (in case ims being capped please send a notecard too ). and my full permissions marketplace items here : https://marketplace.secondlife.com/stores/60638
  12. I have been creating in SL since 2009, if you are in need of a custom (rigged / unrigged including textures) mesh creator (human & creature avatar, clothing, statue, vehicles, buildings, small items etc..) inworlds via instant message / notecard (in case ims being capped please send a notecard too ). and my full permissions marketplace items here : https://marketplace.secondlife.com/stores/60638
  13. Hello there, I wonder if I could find someone around our community to make a custom 18th century gown for me. I want to open a store, but I'm not very good in mesh - the gown would need to be full perm and fit maitreya mesh body. I want the gown to look like this: and from the front: (but with the waist looking more elegant, less wide on this area: http://prntscr.com/jwgdja ). I'm looking for someone who is able to deliver the exact copy of the dress above. REQUIREMENTS: Gown need to be rigged and textured. Needed also would be shadow and texture maps. If you're interested, please contact me in world. Warm hugs, LudwikaMaria
  14. Hi, I am looking for a mesh artist who is good at clothing [especially rigged or fitmesh clothes]. The mesh has to have full perm rights. If you are interested lets sort out a deal. Anyone who is willing to grow in collaboration with another business, can send me a notecard inworld to GiaBlossom Resident.
  15. Mesh creator and Designer available for custom orders including : clothing, accessories, 3D logos, buildings, hair, fashion, Sculpture, jewelry... Whatever you need. High quality guaranteed. friendly Prices. Experienced Modeler. IM tryme003 Resident inworld for more details. Here is sample of my creation : https://www.flickr.com/photos/raohs_design/
  16. Starting yesterday, all the exports of my mesh object from Blender to Collada format files are not transferring the weight painting correctly. I am modeling my own female avatar and clothes. I have been trying to trouble shoot the problem. It turns out that if I do a test upload of one of my previous DAE files I created, the upload works perfectly. But since yesterday, any new rigged mesh or models that I have previously made (even my body that I have been using for months) and do a new export to a new DAE file, then take that file and upload it to blender, the weights are no longer valid. When I look at the model in the Second Life Upload Window preview panel, and click the check box for Skin Weights, the model collapses in on itself to a thin tangle. The models since yesterday turn into a mess within Second Life. I am using the same procedure to upload mesh items that I have been using for the last year. Note; I do not use AvaStar. I use a stock version of BLENDER 2.79 as it is loaded to my computer from Blender.org I do not think that I inadvertently reset something, but I can't be sure. I am currently trying to find a listing of all the settings, check boxes, and even units that I need to set within Bender in order to confirm that I have the right setting, in order to enable me to continue to export to Collada and on to Second Life. Right now, I am effectively dead in the water and can't move forward on my project. HELP! Any one who could point me to a list of setting or a tutorial would be a real help. The first image is my project so far, Bento head armature, Classic body armature. The next two show the Shorts I am trying to upload and how that mesh weight is messed up.
  17. Hello, happy day to everyone. I have a few months creating mesh, for bodies but I have had problems adapting to all bodies, since many shops adapt to almost all the bodies that exist and I would like to know if they have any tip or tutorial that can help me! thank you very much
  18. 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.
  19. I believe you can rig and "animate" mesh object parts in Blender, and I know you can import an overall Blender object into SL. - and I even know how to script move an overall object (mesh or prim) and its individual linked elements - but HOW can you "flex" a single mesh object (or linked element)? - For example, the mesh "weasles" you see moving around, their body+neck+head is one mesh prim, but flexes (as does its single mesh piece tail) NOTE: this is for non-attached stand-alone objects, *NOT* for clothing attachments. i.e., in other words, how can I make standalone mesh objects that flex and move the way rigged clothing moves, and the way those weasels flex their bodies and tails etc.
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