AliceSeint Posted October 3, 2013 Share Posted October 3, 2013 First hello all, hopefully someone can help me.I am new at creating clothes for sl (not in 3d stuff) and have an upload problem. First, the 3d program i use is 3ds max at version 2012, to get my shape correct exported out of sl i have an licensed version of SLAV plugin.Now to my problem i created my first mesh a simple skirt. Before i start rigging i wanted to look if the position and all is correct, so i uploaded my mesh to sl.For details i imported my shape/mesh with scale 1, all units in 3ds max are at metre and i scale my skirt to fit this size. So after i imported the mesh to sl i attached it to the pelvis, but it wasn't the correct position like in max. I have no idea what went wrong, i hope you can help me.Here how it looks in maxhttp://i.imgur.com/DwyTzX5.pngand here how it looks ingamehttp://i.imgur.com/0dnnswt.jpg Link to comment Share on other sites More sharing options...
Kwakkelde Kwak Posted October 3, 2013 Share Posted October 3, 2013 As long as you don't rig your skirt, there is no reference to the avatar in SL. So the centre of your object will be exactly at the pelvis bone. If your skirt will fit without rigging (which I highly doubt), just move it into position. If you do rig it, the problem will be gone. Link to comment Share on other sites More sharing options...
AliceSeint Posted October 3, 2013 Author Share Posted October 3, 2013 Thx, for the fast answer okay, thats logic. I read the wiki part about rigging stuff, http://wiki.secondlife.com/wiki/Mesh/Exporting_a_mesh_from_3ds_Max#Fixing_number_of_bones but its hard for me to understand it in context with the upload process, in my scene there is my mesh and all bones, when i take the relevant bones do some weight painting thats all okay til there. Then i did this wiki stuff export all with the bones into .dae and uploaded. Can anyone explain how to rig successfully after i painted weights and so on? Link to comment Share on other sites More sharing options...
Kwakkelde Kwak Posted October 3, 2013 Share Posted October 3, 2013 Painting the weights IS rigging. Maybe you forgot to check the "include skin weights" in one of the upload tabs? Link to comment Share on other sites More sharing options...
AliceSeint Posted October 3, 2013 Author Share Posted October 3, 2013 Okay, but something is still wrong, do i need to upload all bones with my mesh or just the ones i need for the rigging? And when i try to upload a rigged mesh the bones are visible. As you can see at the following picture the position is displaced and wrong scaled, and i can't check the weigthing option. http://i.imgur.com/mPD9B8A.png (Sry for the german language) In 3ds i made the rigging with the skin modifier after that i export it to .dae, is there anything else to do with the mesh before exporting? And thanks for the great support. Link to comment Share on other sites More sharing options...
Kwakkelde Kwak Posted October 3, 2013 Share Posted October 3, 2013 It looks like you converted your bones to editable mesh or poly, that's the last thing you want. First of all, in order to make sure the rigging went well, did you try to rotate the leg bones in 3ds Max to see if they make the skirt move? If that works as it should, export just the skirt and add the bones to the dae file. If that all goes well, you should be able to check the box in the uploader. You won't see the gray 3ds Max bones, but if I'm not mistaken you will see the blue SL skeleton. Link to comment Share on other sites More sharing options...
AliceSeint Posted October 3, 2013 Author Share Posted October 3, 2013 Yeah, on that parts where the skirt should move it moves. I think thats the problem HOW can i pack the "bones" into the dae file. I don't understand this process in the wiki with taking a vertex and assign all bones to it..... Can i delete the bones after that process? When i delete them before the skin modifier gets empty too..... Link to comment Share on other sites More sharing options...
AliceSeint Posted October 3, 2013 Author Share Posted October 3, 2013 Ahhhhh now i get it this thing with adding the bones to an vertex ...... The only thing is that deleting the "mesh"-bones result in a empty skin modifier. Link to comment Share on other sites More sharing options...
Kwakkelde Kwak Posted October 3, 2013 Share Posted October 3, 2013 You can leave the bones in the scene, but make sure you export just the skirt, not any bones. (Export -> Export selected). That way the bones won't be in the dae file, but the weights of your skirt will. Link to comment Share on other sites More sharing options...
AliceSeint Posted October 4, 2013 Author Share Posted October 4, 2013 Hm i selected the skirt, and exported just selected out of scene like you described, but the bones are exported as mesh too ..... a bit weird. Link to comment Share on other sites More sharing options...
Kwakkelde Kwak Posted October 4, 2013 Share Posted October 4, 2013 That's odd. I add the bone names by hand in the dae file, maybe that will work instead of assigning all the unused bones in 3ds Max. Also, make sure your exporter is working as it should, 3ds Max 2012 has an exporter that's not compatible with SL. There's a 2013.3 version of the fbx plugin available for 3ds Max 2012. That one works for me (using 3ds Max Design 2013). You can download it here. Link to comment Share on other sites More sharing options...
AliceSeint Posted October 4, 2013 Author Share Posted October 4, 2013 Yep! That was it the new version of FBX plugin made it . Bones are not longer exported with the mesh and the skirt is at the right place. Thank you a lot for your knowledge and time! Link to comment Share on other sites More sharing options...
Kwakkelde Kwak Posted October 4, 2013 Share Posted October 4, 2013 Glad I could help! 1 Link to comment Share on other sites More sharing options...
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