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Blurry Rigged Mesh Texture


Ericsson Turbo
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Hi, I've been working with mesh for a while doing normal attachement accessories and it always worked fine, mesh's texture would always load but now i've started making rigged clothes and it seems like every time i relog the rigged mesh hoddie that i've made get's all blurred, I mean, it's texture is completely blurry and the only way to make it loading is opening the texture from my inventory...

I've tried saving the same texture in many different kinds, png, tga, jpeg and none of those works, all get's blurred to me and everybody around me. My texture's size is 512 x 512 pixels

Here is a picture of it

Snapshot _ Wicked Pissa Island , Serena Seal Cays (190, 81, 21).png

(Ignore the dog)

Does anybody knows how to fix this? thanks.

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I did create the UV map for my mesh, the texture loads perfectly on my hoodie if i open it directly from my inventory but unless I do that or the others do that too we wont be able to see the texture, just a blur.

I used blender 2.58 to make the model and exported it .obj to open on blender 2.49b to transfer the boneweight and rig before exporting it in .dae

here:

uv.jpg

 

this is how it was supposed to look like when loaded but instead everybody sees it blurry

hoo.jpg

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Ericsson Turbo wrote:

I did create the UV map for my mesh, the texture loads perfectly on my hoodie if i open it directly from my inventory but unless I do that or the others do that too we wont be able to see the texture, just a blur.

I do not exactly understand what you say here. Maybe you have imported your objecct without an attached texture. then when you rezz it, it gets only the material color applied (probably black in your case ?)

As soon as you drag a texture on your object the texture gets displayed.That would be a normal behaviour (in my opinion)

So it seems that i have not understood what your issue is.

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Gaia Clary wrote:


Ericsson Turbo wrote:

I did create the UV map for my mesh, the texture loads perfectly on my hoodie if i open it directly from my inventory but unless I do that or the others do that too we wont be able to see the texture, just a blur.

I do not exactly understand what you say here. Maybe you have imported your objecct without an attached texture. then when you rezz it, it gets only the material color applied (probably black in your case ?)

As soon as you drag a texture on your object the texture gets displayed.That would be a normal behaviour (in my opinion)

So it seems that i have not understood what your issue is.

Imported with attached texture? what you mean?

What i meant before was that I created the UV

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There are two ways to get a texture on a mesh:

 

  1. Export the mesh together with the texture from blender. This sometimes works for me sometimes it does not. It certainly never worked for me with Blender 2.49, but with Blender 2.60 i got it to work out of the box. I believe it has to do with file path setting to relative... or something alike.
    Anyways if you use this method with success, then your texture is automatically applied to the mesh when you rezz it.
  2. Import the mesh and the texture separately. When you rezz the mesh, then it does not show any texture initially, because no texture is assigned to it. When you now drag a texture to the mesh, it will wrap on it and all is well. Now you only need to take your modified mesh back to inventory. Next time you rezz it, it displays the texture as expected.

But i believe that you know about both methods, so maybe your particular issue is more complicated.

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If I'm understanding correctly, it's not that there is anything wrong with the mesh or the texture.  The texture applied to the mesh just refuses to fully rez unless the texture in his inventory is opened.  I've had this happen before too, but it didn't continue for more than a day. Unfortunately, the only suggestion I have, if you haven't already tried, is to clear your cache.

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it's not only happening to me :/ its also happening to everybody around me, nobody can see the texture so i dont think clearing the cache would help :/

Gaia does that site has a tutorial teaching how exactly export rigged meshes to sl? or is it just a blneder site? I know how to do everything but export the mesh rigged on blender 2.6 and 2.5, cuz i dont know where is the "make real" button is to apply the mesh

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Blender cookie has no SL specific tutorials. I have a few, but they do not cover rigged mesh in great detail. Check out the mesh cloth tutorials from Ashasekayi Ra: 

    http://www.youtube.com/user/ashasekayi#g/u

Regarding Blelnder 2.5/2.6:

There is no make real button in Blender 2.5/2.6 You do not need that any longer.

But ...

The export of rigged meshes from Blender is still wanky. Recently there was a solution for Blender 2.60 which used a very specially treated Armature. I applied the solution to my Avatar Workbench and it works great although the armature looks weird. Check here:

    http://blog.machinimatrix.org/avatar-workbench/

The solution only works for blender 2.60 and probably newer versions of blender too.

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Unfortunately I don't know what exactly causes this. But as mentioned earlier, I'd look inside SL rather than in the export/import of the model. Did you try something simple as applying a different texture or uploading a new one? It looks like SL has problems getting the texture from the server. If it was the model, I'd expect bad UV behaviour, not bad rezzing of the texture.

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Ericsson Turbo wrote:

Now I'm trying to re export the mesh using blender 2.60 but when I try exporting it rigged the uploader window on sl seems empty, like there was no model there
:/
 

Do you use the same armature as you use for the Blender 2.49 export ? Or do you face problems with the tweeked Armature for Blender 2.60 ? (for example the one i distribute with the avatar workbench for blender 2.60)

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So maybe you did not select your object before exporting, or you did not checkmark "selection only" during export ?

Is your .dae file extremely big (megabytes, that indicates you might have exported the entire scene) or small (a few thousand bytes, that indicates you did not select what you wanted to export)?

If that does not help then the only other option i see is to take a look at your .blend file for inspection. If you decide to do that, then you should do:

 

  • go to object mode
  • File -> external data -> pack into .blend file
  • File -> export -> forInspection.blend

and forward this blend file (it will contain everything needed for inspection)

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I can't even rig at this  avatar.workbench-260.blend

 

here is the result of how even the default avatar from the file looks like when i move the rig 

ugh.jpg

if I use the other rig from the last layer the avatar doesn't even move

ugh 2.jpg

so I can't even get to actually imprting the hoodie cuz it wont rig no matter what I try, even after parenting and exporting the boneweight :/

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Well, the "old" rig (on layer 20) is not attached to the avatar by default, because it does not export correctly with blender 2.60. I have included it only as a reference. The rig on layer 10 is connected to both characters and works for me, when i do this:

 

  • select layer 10 and layer 1 (or 2)
  • select the armature
  • go to pose mode
  • use rotate ("r" as keyboard shortcut) to move the bones

All bones work for me as expected and i have no trouble to export a working rigged .dae file. I tested on Blender 2.60 and 2.61:

 

Image26.png

BTW, you can not move the character (in object mode) separately from the rig. Weidr things happen if you try to do that. Moving the rig itself in object mode should move the character along with it.

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okay, didnt try fixing the holes yet but seems like the blurry texture is fixed finally :D thanks, now I'm finding a problem, another one, I applied the torso and legs weight to the hoodie (selected the hoodie then the legs then the torso) and pressed export weightbone, but the legs weight isnt applying to the hoodie which makes the lower part looks odd when moving :x and the tummy now looks as buggy as the sl's avatar 

like it shows in the picture (btw, thank you vermuch for helping me all these days, i hope i'm not bothering you)

ugh 4.jpg

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Sure thing, i'll post all my process with details then a quick tutorial with the right links since i think this might help people who haven't used blender 2.60 yet or are having the same problem as i did

1 - The whole problem started after I exposted the model (with the UV) i made using blender 2.58 as an ".obj" and impirted in blender 2.49b because i didn't know how to export it using the 2.58. in 2.49b I used the "avatar.blend" file that i got on domino designs page to parent the hoodie's model to the armature (rig, skeleton) and transfer the weightbone from the avatar's mesh to my hoodie's mesh, after that i did how the tutorials instructed me to, pressed the button "make real" and exported it as an ".dae" file and uploaded it to second life with weight on. 

After uploading i also uploaded the texture i've done for it and applied to the mesh inside of SL and wore it. I started receiving e-mails of people saying my mesh's texture was not loading and it was all blurry, which was the reason why i came here and created this thread. After that day i satrted talking to Gaia, who helped me a lot through all this path.

2 - After a few talk in here and SL's blender mesh group i found out that the "avatar.blend" file was not working right and the 2.49b version wasn't exporting right so i decided going to version 2.59 adding the script " space_view3d_copy_bone_weight_enhanced.py" to it to copy the weight of the avatar's mesh to my hoodie. I did all the process again still using "avatar.blend" since i didn't know yet about the other new version and exported as ".dae" again but once I was on second life and tried uploading it i noticed that the model wasn't ther, so i tried exporting again and the problem continued, there was no hoodie mesh inside of that file, that was when I saw the new post of Gaia telling me about the new version of the avatar file and bones.

3 - I downloaded Belnder 2.60 and installed it, right after i re installed the weight transfer script and activated it. I had a few trouble to get used to the new bones and since my PC is pretty bad right now my blender wasn't working right but managed to do so. I imported the hoodies ".obj" file to that new avatar file and parented to the new rig like i learned from the old avatar.blend tutorial and joined all the 3 parts of the avatar in one single object (head, torso and legs) which f*cked up the rig and didnt work like the old avatar.blend file so I restarted it and didnt join them all anymore

4 - I selected the hoodie's mesh then the legs mesh and transfered it's weight to the hoodie with quality "4", then it was done i soelected the hoodie again and then the torso and once i again i transfered the wight, this time the torso's weight, also with quality "4" and it worked, the hoodie was moving perfectly with the rig but i had to edit a bit of the weight manually which was what cause those holes on my mesh's surface, the chest joint's weight wasnt covering all the chest so i covered it and exported the hoodie's mesh once again as ".dae" file and uploaded on Second life but this time people could see my mesh's texture perfectly

 

Quick tutorial: (Only working for one part fo the body, I still learning to make full body rig sorry)

1 - first of all download Blender 2.60 and install it

2 - acess this page http://blog.machinimatrix.org/bone-weight-copy-in-blender-2-52-6/ and download the file "space_view3d_copy_bone_weight_enhanced.py" then find the folder where your blender is installed and export the script to this folder "\Blender Foundation\Blender\2.60\scripts\addons" 

3 - Open this page http://blog.machinimatrix.org/avatar-workbench/ and download this file "avatar.workbench-260.blend" and open it with blender

4 - Once your blender is open select "File" on the upper menu bar and choose "User Preferences". The User Preferences window will open, select the tab "Addons" and then search for the script "3D View: Copy Bone Weights". After finding it mark it to make it avaliabble on your tools window and press "Save as Default"

5 - make or import your mesh with the file "avatar.workbench-260.blend" open and position it over the avatar as you desire then in any empty layer avaliable.

6 - Now you will parent your mesh to the avatar's rig, to do that select the layer of your mesh, press ans hold "shift" and select the layer number "10" to also show that layer. Select your mesh (it has to be your mesh first, not the rig) then press "Shift" again and select the rig (skeleton), after that press "ctrl + P" and a small window will open, select the option "With Empty Groups". Done your mesh is parented to the rig.

7 - Now it's time to transfer the bone's wight to your mesh, to do so select your mesh's layer and then the layer number "1" to also show the avatar's mesh. Select your mesh (once again it has to be your mesh first since the last selected mesh is the one to have wights copied from) and then select the part of the body you are making the mesh for. For example, if you are making a shirt then select the shirt's mesh and the torso's mesh. Once both are selected press "T" to open the tools window and scroll it down until you find the "Bone Wight Copy" option. Mark this two options "Only Named Bones" and "Copy Empty Groups" then set the "Interpolation" to something like 2 or more, they define the quality of the wight it transfers to your mesh. Hit the button "Copy Bone Weights" to start copying which might take a while.

8 - Once the transfer is done test it to see if it's working right, to do so select select your meshe's layer, the avatar's layer and the rig's layer. Select the rig and switch it to pose mode like in the picture
mode.jpg 
Now slect one of the weight parts (the dots that represents the joints of the rig) and press "R" to activate the rotation mode and move your mouse to rotate it, if your mesh moves right at the same tiem as the rig and the avatar it means you've succeeded if not try again you might have done a step wrongly (or i teached wrongly in this case I'll fix this tuto)

9 - Now it's time to export your mesh. Select it and press "Files" again then hover "Export" to open the export part and select "COLLADA (.dae)". A window will open where you will choose the folder and the name of your file but first you have to say you only want to export your selectd mesh, to do so look at the left area of this window, you will see the option "Export only selected", mark it and hit  "Export COLLADA" to export your file (don't forget typing ".dae" after he name of your mesh, for some reason some blenders don't save that kind if you dont type it in)

Done you have exported your rigged mesh, now upload it to second life with the option bone wight on and add your texture :), if something goes wrong tell me and i'll try to help tho I'm also new at this

If your mesh has holes in it might be because of the bone wightm it might not be well set but I can't teach this yet as I didn't master it yet either

Thanks for all the help Gaia Clary, if it wasn't for you i wound't have made it ^^

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Thank you for your kind feedback and congrats for mastering the process of rigging.

I have taken the time to scroll through your tutorial and i felt that i should add one remark to it:

the Bone weight Copy script has been rewritten as "Copy Bone Weights" addon and it comes with every standard blender installation since Blender 2.59. So you no longer need to download the script. You already have it :matte-motes-wink:

 

  • open the user properties
  • advance to the add-ons tab
  • search for "Copy", and activate the "Copy Bone Weights" module

This addon module also contains the modifications i made for supporting the SL specific needs, Yeah :matte-motes-bashful-cute-2:

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