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About Me

Found 67 results

  1. inZoxi is a tried and tested name in SL, with its head being a 13-year member and creator within Second Life. Zoxin is both a creator and a user in SL, an important observation as there's a particular etiquette when it comes to creating custom content for users, most of which won't be understood by those coming in simply with a background in 3D. Services offered**: Mesh Texturing Rigging Scripting Animation* Animesh* *Animation for commissioned meshes. **Products being resold require 15% profit split on sales. If you're looking for a custom creation, from small to project, please contact Zoxin inworld for a portfolio and/or quote; note not all commissions will be accepted. Thanks, Zoxin.
  2. Hello! I am trying to rig a non T-pose character. Its in an "I"-pose actually, arms are down, legs together. So I rig it, everything is fine, but how do I get it back to T-pose before I upload it? Alt+R dont work. And another thing. It seems bones are somehow locked, they dont move 360 degrees, its fine but still curious how to disable it. Any help please?
  3. Offering my services for custom work in secondlife. You can find all the details in the formular bellow http://bit.ly/ACroftCommission You can see some of my work here https://bit.ly/2X9pJbR
  4. Hello! I am trying to create an avatar using machinimatrix workbench and I had to bend the skeleton, I decided to try to set the weight manually and applied the armature with empty weight groups. Weight painted and checked all in pose mode, part of the bones i don't use and deleted them from weight groups window. i applied rotation, location and scale to the skeleton and to the model, created a static pose. but the avatar is distorted when uploading and pose dont work proper. please tell me what was wrong?
  5. Hello! Is it possible to set the weight evenly and accurately on a certain area (detail) of the object? let's say by highlighting the right triangles. I have a very complicated model and it is almost impossible to crawl in some places. is there a way?
  6. Hello! I'm trying to rig a bento hand for avatar, but every time unsuccessfully. Can someone give a link to a good non - Avastar tutorial or explain in your own words what I'm doing wrong? here is the process i use: -- downloaded bento workbench from this site. -- opened in a blender. -- I create an object (hand). -- I place the object and the skeleton on one layer. -- I select object, then a skeleton. -- I hit control + P. -- I choose the Armature deform -- With automatic weights. -- I check if it works in a Pose Mode. -- I export in a collada format with object and skeleton both selected. -- These are the settings I set when exporting. -- When uploading a model, this is the screen (weights and joints are not displayed). that's all. I do not use Avastar, because I am not familiar with it. can this be done without it? what am I doing wrong? With a regular skeleton rig, everything works out perfectly, the process is the same. How is bento different from normal besides more bones? And do i need to delete unused bones? Please, help!
  7. Hi all. Been messing around on Blender and finally got the jist of texture working, adjustments, joining meshes and making sure to remove doubles. I have been following the methods on rigging with automatic weight sharing on the basic SL rigged skeleton which i downloaded from their template page and did some basic rigging work. The mesh follows the skeleton when i use pose mode. The issue occurs when i upload it to SL, sorry about the amount of gyazo links also. Here is the mesh with the skeleton in place. I am aware of the exposed faces which are glitching around, cleaned them last night, but the uploaded outcome made me quit in frustation. https://gyazo.com/1bc58187ec219ee557f5eb7d5378c9ce https://gyazo.com/51bf0eca24abd7709d73c5aea0145c6e and this is the issue when i upload it to SL with skin weights on show. https://gyazo.com/ee220eebc80b4e95f9d474189dc388b8 Side note: I did get the mesh made not in a T pose as a base, and i had to move the skeleton in place with edit mode to match the meshes shape: https://gyazo.com/df8abff4896b3a2c99997389e54ab5af I am unsure if me altering the skeleton is the cause of this issue. If it is, how would i got around to fixing the mesh to be in a tpose? as all parts are joined into a single mesh along with set UV's Thanks all.
  8. Hello , Looking to hire a full time Rigg Artist - That's capable of working specifically with 100% mesh clothing , and shoes. If capable of rigging with Bento that would be a major PLUS but not required. This is a paid position , and i'm looking for someone with open availability that can take on bulk/large orders of meshes male and female that need to be rigged by specific deadlines. Contact In-world ( Jacoriiian Resident ) Via Notecard or IM
  9. 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. ♥
  10. I'll make this quick so you don't have to read all day. Got a custom avatar, it contains many different meshes. When trying to rig with "original collision bones" (http://wiki.secondlife.com/wiki/Mesh/Rigging_Fitted_Mesh) the model doesn't work at all. I've tried overlapping a default model ontop of mine and rigging off of it, just ends up becoming a hot mess, even after fixing the weight, and uploading it, the model is just broken sideways and deformed, besides it not looking like that in any render of blender. So what do I do. I've tried looking everywhere. all I can find on the forums and youtube videos for rigging basic cloths, for default shaped avatars, or rigging models that also use the default shape, or very close to it. My avatar is small and bulky with a lot of grouped mesh. So what do I do? How do I do it, and is it better off just rigging the mesh alone, or the whole model. I've done rigging in other programs, but SL is strict.
  11. I'm looking for a mesh creator who can also rig to the (bento hands, specifically) of the Maitreya Lara, Slink female, and Belleza Jake bodies. Belleza female and Signature Gianni would be a plus. The mesh themselves are (I hope) pretty simple avatar accessories rather than clothing items. I'm more than happy to pay hourly freelancer rates, payment methods and details to be discussed. Please contact me via PM, or email arielscheele@gmail.com
  12. I'm new to avastar and I use blender. I messed up the weight on one part of my model and now I'm stuck, long story short I ended up removing all the weight on that bone. My question is pretty obvious, how do I copy the original weight of that bone back to my model, but only that bone while keeping the rest of the weights untouched. I'm desperate for answers, I don't wanna have to redo the whole process. Please help me.
  13. I have a standard dolphin mesh i'd like rigged for in world use as an avatar, but I myself can't really grasp weighting a mesh. No slider bones are necessary, neither are facial bones other than the jaw and, optionally the eyes. $100 USD via Paypal upon completion and 50% of all sales profit will be split, I care more about getting this done than actually earning anything from it. I'm an animator myself, so i'd be able to animate the avatar's AO but my main obstacle is weighting the mesh to the SL skeleton. Please contact me in-world or via Discord at Motoko#0509 to discuss, i'm more available via Discord though so that's your best bet. Edit: Found someone.
  14. i've been working with 3d figures and rigging and animation for... decades, here. but i can NOT get blender's IK to work for me in a way i understand. i come from poser, where using ik is dead easy TL;DR------------------------------------------------------------------ you load your figure, you turn off ik, you pose the arms, you pose the legs. you turn on ik, THE POSE STAYS THE SAME. you move the hands/feet to move the limbs (i do understand this is actually blender's 'targetless ik'), or you move the body and the limbs stay in place. you turn off ik, THE POSE STAYS THE SAME*. and everything is keyframed and comes out the way it looks. (*: okay, often the hands would come out with ridiculous 1760 degree rotations or something, but that was a relatively minor fix.) tl;dr------------------------------------------------------------------------ in blender, if i turn on ik and pose the rig, the limbs are not keyframed. and if i import this animation to sl, the limbs just remain straight. i've tried keying visual rotation, but that won't auto-key. on top of everything, if i turn ik on, or i turn ik off after doing some posing, the pose completely changes. now, avastar has functions to copy the pose to the ik rig, or to copy the pose to the fk rig. which i try to use... but they only seem to work about 90% of the time, and only on the default human rig. if i try to adjust the rig to make it work better for me, and for my model... it's out the window. all the ik tutorials for blender that i've found are basically the same, and set up the ik the same way avastar has its ik set up. basically, not useful if i want to set up my own custom ik. which i must want to do, since the basic ik isn't working for me. ??? i did have limited success with changing the avastar ik in this manner: i used the ikWrist and the ikFootToePivot, and i set the ik chain to put the tip on the control handle. (it drives me nuts when the wrist bone is right on top of the ik control handle.) then i turned off the ik for the 'ankle' bone, and created it on the 'foot' bone. i changed both ik chain lengths from 2 to 4 (foot, ankle, shin, thigh & wrist, forearm, shoulder, collar). and lastly, i ended up deleting the pole controls, because omg, they are a pain! and they wreck everything. now when i moved the ik controls, the limbs moved with them reasonably. when i moved the cog, the endpoints remained in place. also, if i wanted to 'temporarily turn off ik to rotate a bone using fk,' i selected the control handle, then the bone with the action center set to 'active.' that way, when i rotated, say, the thigh bone, the foot controller moved with the whole leg, like i'm used to. as some inexplicable bonus, i didn't have to go back and convert any of the keyframes from ik to fk (and i have no idea why). the bad news is... when i tried to append actions made this way to the default rig (i was working on a project created by another modeler/rigger), they totally blew up. and, when i went to turn off the ik controls to polish off the animation keyframes... the ik and fk poses were decidedly different, so THAT didn't work. basically, what i want is to be able to seamlessly switch between using Ik and using the regular FK rig, using custom settings of my choosing. or how to set up an ik rig that will do that. or... what i really really want is the rigify tool as seen here: https://blender.stackexchange.com/questions/65290/how-can-i-seamless-switch-between-ik-fk is there a way to surgically replace the avastar green pose bones with a rigify rig? if i dont care about sliders? is there a way to create a rigify meta-rig or something that will control the avastar green bones? is there a way to autokey 'visual rotation' whenever a limb changes? blender doesn't seem to recognize when the bones visually rotate. you know, i THINK i understand how blender ik works. i can grasp the target thing and the chain thing. i even get the pole thing and the pole angle control whatever. but i don't understand why it doesn't work right for me.
  15. Sorry not sorry :( For the ears, why are only bento canine ears like, super duper tiny? Looking for some giant maned wolf-type ears that would still be giant if I had hair on my head. I made my current ears (image found here) but can't figure out how to rig them - if someone is willing to help me do that, that would be dope. Otherwise, if you can make similar ears and rig them, I would love you long time. FOR THE TAIL...I'm not even sure how this would work, but I'm looking for something like a Saluki tail. I'm stuck using flexiprims right now because it's kind of like, the only thing that really works for how it should move. Here's some examples of the effect I'm looking for: Example 1 Example 2 Example 3 Example 4 Aaannnndd for reference, here's what I'm currently using: GIF here, Image 1, Image 2 Thanks! :)
  16. I have an avatar that I want to be rigged to work in SL. I am able to pay money for the rig to be done. Please Message me in SL.
  17. My name is Shu shu in-world, I am looking for someone i can trust and someone that is reliable, and can get things on with in a certain time frame I will pay you after you get the rigging done, because that is more comfortable to me, Don't sent me the blender files until i have see the rig in-world, once i see the rig in-world and if i think its perfect i will hand you the L and i might choose you to be a full time rigger for my store and you will get commission. but only if i think we can work together long time and i will be happy with results I'm also looking to pay someone to teach me to rig clothing properly if you are interested please contact me in-world at Nymphk
  18. 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
  19. Hello everyone, my name is Türkay. This is my first post. ^.^ I hope I am writing it on correct forum. I want to create mesh clothings. I know how to make rigging etc. but I am stuck at one point, which is I need a body to work on it for creating my clothes. So do you know how can I get Second Life bodies? I plan to create clothes and sell them.
  20. i need a Creator that is good at Rigging that can make a custom jacket for my frat i am in need for someone to help me please.
  21. Hello! help please! I tried to rig the bento mesh avatar for the first time, but I failed. it uploaded as simple mesh object. the usual skeleton works well. What is bento's difference from the usual? Need some kind of plugin? Why does not work in the usual way? i use blender/firestorm. thanks!
  22. I have been working with Blender for mesh clothes creation for a year now, and have found my way around most problems I encountered so far. Most dev-kits have their own little quirks and once you know about them you can solve the problems they cause. One problem I have not gotten out of the way is rigging for Bento hands. Especially Maitreya and even more so: Belleza. Belleza's dev-kit bento hands can be imported and avastar can convert the rig, but does not provide the bones for the hands. Rigging to a standard avastar 2 skeleton really gives horrible results (deformed hands and fingers). The cause is most probably altered bones... Does anyone know how to properly set up the Belleza bento hands (or cheeky question: has a blend-file with a properly set-up set of belleza (bodies and) hands) in Blender + Avastar 2. Editing the skeleton bones for the hands seems like a world of pain on it's own...
  23. I've been pulling my hair out for days now over this. I've tried to rig created clothing made through blender into SL, and in blender it works perfectly. The weights work, the mesh doesn't deform and there don't appear to be any issues. When it comes to uploading I can either get it to rarely upload with no skin weights at all or subset issue, or I can get it to upload by removing excess bones, however subset error is usually present, and if not, the mesh is terribly deformed. I have tried applying scale, rotation and location, tried uploading as OBJ, downloading as Collada and then reweighting it. I have tried changing my upload settings, using different viewers and at this point I'm considering contacting a priest to see if divine intervention can help. Any advice, tips, help or even reassurance that it'll all be over soon would be appreciated at this point. Thanks.
  24. Hello, I applied as an Creator for the Rigged Mesh Body from Belezza and I want to build Jewelleries for hands. My friend told me that there is a big problem in using the Belezza Body for creation in Blender with avastar. Before I start to get to know the InDepth issues I would like to get informations and solution in front from experienced users of this body for blender. I hope to get your help. Regars, NIWO
  25. Buenas a todos. Mi problema es que desde hace un tiempo vengo subiendo a SL algunas creaciones y de todas ellas, solo la primera subió con sus texturas, luego ya no pude volver a hacer uso de esa opción. Esta es la primera vez que intento subir un mesh con rig y tampoco me aparece la opción para subirlo con pesos de piel, ¿algún consejo?. Aclaro que usé Blender 2.79, 2.78 y 2.77 y Firestorm para SL 5.1 y 5.0 y nada. Tampoco utilizo Avastar, es que solo necesito los huesos de la cabeza, cuello y parte superior de la espalda. Agradezco mucho su atención.
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