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Found 4 results

  1. Hello everyone.I want to create parts(hands feets heads)for existing avatars on Second Life(semi mesh avatars).I wonder if there is any script or any way to auto snap vertices or edges of a mesh on the sl default avatar when that avatar wears the mesh part.Thank you.
  2. Hi, eventhough in Blender the weightpaint is smooth, it appears InGame very broken. Please take a look on the screenshot. Why is that? The vertices InGame are also shaking. Why is that? I'm using Blender 2.97b and Avastar 2.0.22 on Windows 10 and uploaded the mesh with FirestormOS Regards.
  3. There has been a fair amount of "no name shaming" going on this week here. But it seems to me that some examples of "better" (not perfect) practices would be helpful as some folks still seem to believe that there NEEDS to be a high poly count in order to get "the look" . Now I do know how to make VERY LOW POLY MESH. That however is not my aim here; I will leave that to others along with tiling textures. I am aiming for a middle ground as we all know that what looks pretty is what sells. Still, I am adamant that the poly count in MANY cases could be lower than what is being produced. Honestly I have found a few creators this week who have recently made their mesh much more dense (yes, head shaking). This is not a good sign -- in many ways, and could point to a few of my favorite designers journeying over to the dark side of downloaded mesh. I am hoping not, but time will tell I guess. I am trying not to get depressed over the issue. This week has been hard on the H and G makers with all the drama and TOS breaking going on. But anyway. Two quick screenshots from the beta grid with draped fabric (always an issue polywise). I am sure that on close inspection many could figure out the high and low poly alternatives without the cheat sheets. Both of these have long distance LODs with lots of vertices in the low and lowest slots. One is 6 li -- one is 3. It took me about five minutes to remove all the edgeloops necessary for the lower LI version. Not a big deal.
  4. 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.
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