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Found 10 results

  1. 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?
  2. Hello! I'm trying to figure out the hierarchy of bones names in the SL. Here is the hierarchy of the bones of my model: and SL default model: As you can see on one "branch" I have 4 "branches" (or parent and children - I'm not sure), and on the other there are five. There is no such thing on default SL model. I start with mPelvis as root, but I don’t know what to do next. please, help! What names should I give to my bones so that the download is successful?
  3. Hello, I am looking for a download for the avatar skeleton including the collision bones. I have tried the link on the wiki site in multiple browsers but the link appears to be broken. Does anyone know where I can download the mesh with all the bones as a file that can be imported to blender? thanks
  4. Hi, As the title said, having trouble with snap to base function or store join edits with avastar. I'm currently working on the Kemono bento base file and I've made wings that use the bento fingers but when ever I've made the edits and select the bones to press "snap to base", it either reverts the fingers back to default or pushes the skeleton back and keeps doing so. Was wondering if there was a reason for this. Thanks, Mimaah
  5. I´ve created quite a lot mocap animations, exporting them using the standard skeleton. Now i would like to try doing the same with the bento skeleton. Where can i get if from? Thanks in advance.
  6. 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.
  7. I've been doing some research for an avatar project and had a question: Project Bento's skeleton added a LOT of bones for making non-human avatars, but there still seems to be a deficiency in it for avatars with long, articulating necks, like dinosaurs and Dragons, being that there is only the single neck bone. What can you all tell me about the parameters of the limitation (or am I wrong about that)? Are there any "proper" (ie, supported) workarounds for it? I am not too crazy about deform anims, especially since I have read that LL fixed the uploads to disallow them as part of the Bento update. Thank you in advance for any info and suggestions!
  8. LOOKING FOR SOMEONE TO RIG MODEL FOR ME I have spent the last 2 months trying to use my 3DsMax program to rig a VERY SIMPLE mesh to my avatar. It constantly deforms, or looks broken because I simply cannot wrap my head around how to select the right weight values on the vertices. My program constantly messes up my selection, and I have spent over 5,000L uploading all of these messed up rigs. I need someone skilled to do this for me, please. I do not have time to learn blender and 3DsMax is clearly not letting me properly flex the movement of the mesh. This model is a simple Cobra hood which is meant to move smoothly along the spine and head area. I cannot figure out the proper selection values for the vertices and it never moves properly with the model. I am not asking for help, there is nothing more you can tell me that I do not already know. The issue is literally my own brain trying to fathom which vertices are the right ones to choose and what weight values they need to create the proper smooth stretching when the model is moving. I have tried everything and I think at this point it is just the program I am using. **I already made the UV maps for this item, so please do not change how you map it. I would prefer someone who has knowledge in 3Ds Max to rig this for me so they can tell me what I was doing wrong. I will send you the .max file if you use 3Ds Max or the .obj file (if you insist on using Blender, it should keep the UV settings) That's fine, I just need this done.** It is meant to work with the head of (not the hood) this item: [https://marketplace.secondlife.com/p/ZRACobra-Avatar-OrangeMF-Pack/6904245] If you need me to pay you to do this, give me a quote. Thanks.
  9. Hey guys, I've created mesh clothing, weighted it, fitted it, all works perfectly as intended. I then attempted to get a mesh avatar going, and ran into a problem. Though the avatar uploaded without issue, when I try to attach it, instead of fitting to my body like the mesh clothing did, its hovering off in the distance like an attachment on an invisible selfie stick. Where am I going wrong? Please help! Thanks Eleanor
  10. I am trying to download SL official avatars in .dae or .blend formats to work with but most links are broken. The few I found are incomplete or the uploader does not recognize skin weights. Where can I find the official files? Thank you!
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