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  1. 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.
  2. 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...
  3. I'm asking for help on behalf of a very lovely friend of mine by the name of Dein Newt. He creates BDSM gear for furry avatars. I honestly don't know the first thing about meshes, rigging, or even 3D modeling whatsoever, so I'm probably using all manner of incorrect terms and just generally sounding like an idiot. For that, I apologize. Dein received a formal education using 3DsMax, but as it happens, very few can afford commercial software, and instead use Blender, thus meaning Mesh References, the dummies used to rig for specific things are made using Blender. Blender is apparently different enough that he simply can't just switch to that and has already tried and failed to do so. He also simply can't just load up a Blender file in 3DsMax and make that work, as it apparently just comes out as nonsense when he brings it into SL itself. This is very unfortunate as it means Dein cannot make rigged mesh items for anything that doesn't have a reference specifically meant for 3DsMax. There is apparently a way to convert a Blender file to work properly as he had someone that was able to do it for him once upon a time, but they are simply far too busy to help him now. I am simply asking for whatever help that can be possibly offered. What would be most helpful is a tutorial so that he can learn to do the file conversion himself, or simply an offer from someone to convert the files for him. Anyway, thank you very much for taking the time to read this. I really do appreciate it! ❤️
  4. Next month, [ zerkalo ] is branching out into creating not only furniture and decor, but also clothing. We are very excited about this endeavor, but due to the intense workload, we are looking for an experienced and reliant rigger. The ideal candidate has to be proficient in rigging for Maitreya, Belleza, and Slink, and willing to commit to a long-term collaboration. If you would like to offer your services, please send a notecard with your experience, availability, and compensation expectations to AnaisTerpellie.
  5. We can create clothes, accessoires and objects please fill out this for and you will receive a quote for your item : https://mesh-agency.blogspot.com/p/chargement-en-cours.html Rates will vary depending on the complexity of the items. Rates for rigging depend on item complexity and the numbers of bodys requested. Available Bodys are Female : Maitreya, Slink Hourglass and Physics, Belleza Venus - Isis - Freya Male : Signature, Aesthetic , Slink A deposit will be requested before starting any project. You will receive all details before starting the project. I do not answer to inworld notecards please use the website or email to : meshagencysl@gmail.com
  6. If you create your own clothes and need to have them rigged you can ask for a quote on our website : https://mesh-agency.blogspot.com/p/chargement-en-cours.html Rates will vary depending on the complexity of the items and the numbers of bodys requested. Available Bodys are Female : Maitreya, Slink Hourglass and Physics, Belleza Venus - Isis - Freya Male : Signature, Aesthetic , Slink A deposit will be requested before starting any project. You will receive all details before starting the project. I do not answer to inworld notecards please use the website or email to : meshagencysl@gmail.com
  7. I am currently working on a upcoming store and in need of help. I am looking for a high quality mesher with reasonable prices and finishes work within a timely manner (3-5 days minimum) and who can also rig for bodies such as Gianni, Jake, Hourglass, Maitreya and Freya. If interested please contact my inworld: MVPX or feel free to email me at trillmarkinc@gmail.com Thank you.
  8. Hi everyone! I'm posting today about my mesh body I am making. It's fitmesh, it's bento, and sadly the neck is giving me issues. When I look at the weights on the Avastar mesh and copy those weights to my custom body - even when I use the exact correct neck-piece of geometry from the Avastar - there is a gap between my custom body's neck and my CATWA Bento female head. Here's a picture of how the weights look for Avastar's neck: And, here's the weights for my custom body's neck: And here's the neck inworld when my avatar turns it's head to the side: Any help on this issue would be appreciated.
  9. 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
  10. I just started learning mesh and am mostly using tutorials. I am working on a bikini and the top rigged perfectly but the bottom is doing something I'm not sure how to fix. https://gyazo.com/674b28d4e7e5cfab1138fd9063e94143 I don't have any current knowledge of Blender and Avastar except what I've learned from tutorials. I've been following this tutorial. Edit: Sorry, apparently that video is unacceptable to link.
  11. In 2010 the scripting genius Becca Moulliez generously released her BWind Sailing Engine, a set of interactive scripts to fully animate a sailing boat. Even after much Googling I have been unable to find out how to modify these scripts to work in conjunction with the current practice of creating the components of a boat in mesh, especially the sails and boom. Perhaps there is someone who has succeeded in bringing these scripts up to date, and in Becca's spirit would be prepared to share the knowledge. The SL sailing community would be extremely grateful
  12. Can you still rig mesh clothing with just Blender? If so which Blender version and do I need anything else? I am playing with Marvelous Designer but not sure I can afford Avastar plugin. Any advice is welcome! Wyona.steamweaver
  13. I had a model made for me for various games like VRchat and SecondLife. The Model is rigged up in blender and I believe Bento skeleton should be able to work with it, when exported as DAE and tried to import into SL , the game shows the preview as the model cut in half and has hair and facial features high above. I have little knowledge about rigging and modeling and I dont know what is the issue. Any ideas on what can be done? Im able to send the blend file and the DAE on discord. Ventus PS yes I know I dont have upload privileges yet.
  14. 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.
  15. Hello there, first time poster, I tend to try my best to look for established answers of issues before asking but to be honest, I'm stumped, despite seeing this issue solved in this forum I can't seem to work this out. The Issue: So, I've been playing around with making a custom model for an avatar lately, and the mesh shape is pretty sound. The only issue is, whenever I attempt to wear said mesh, the whole thing becomes this crumpled mess seen below. Now, I know that the mesh rig will not appear as wanted until also creating an animation set for the rig to follow, but from what I'm seeing, I can't even get the model to adhere to the standard SL skeleton shape. I'm presuming that this has some issue with the scale of... something. But I'm not sure what. Steps Taken So Far: I have done the whole skeleton twice, the second time I scaled down the whole model to be in line with the scale of the Skeleton provided on the wiki. I've played with the settings involving joint positions, I know it needs to exist to be on. I've trimmed the rig of collision bones, I doubt this creature could wear human shaped clothing off the rack anyhow, so no skin off my nose to see them go. I've also trimmed the rig of extraneous joints, leaving only what I want and need. I would love someone to walk me through what exactly I'm doing wrong as I'm more or less completely lost altogether.
  16. THIS problem has been affecting me for years (literally) and I've never figured it out. Many hours of testing and seeking info online. It's about time I ask for help. Collision bones and the SL shape sliders. I want to use the shape sliders with my custom mesh body. It's a regular bipedal human. The rigging/weight painting part isnt the problem. I have a lot of experience, but I need to test the collision bones inside Maya after I'm done. However, SL shape sliders scale the mesh in a way that I cant seem to replicate, so it's been an absolute guessing game. Trial and error to get anything right. I purchased Mayastar because it has features that replicate the SL sliders. Then I could see that the joints weren't actually being moved on the Mayastar fitted mesh skeleton. The BELLY joint (for instance) would move AND scale. Translation X +0.70 Y 0 Z -0.01 Scale X +0.156 Y +0.4 Z +0.3 It also moves/scales the PELVIS joint. I thought this would be the solution, and it worked better than just scaling up the joints, but when I uploaded a copy and tested the sliders in SL, the result was still different I dont want to work blindly on each collision bone and do 8000 tests, as it turns out lol. So, if anyone has any idea how this works, please... PLEASE offer advice. I tried my heart out and still failed.
  17. 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.
  18. Hello, So i've got the bento skeleton and my mesh in maya, i've only loosely moved the bones into place and did the binding. Mostly so i dont spend hours only to find out it isn't working because I did a similar thing in the past. With that said, when i go to upload, i see the object one way but when i wear it the mesh crumples in on itself. Pictures below. Not sure what's happening since the joints all seem to be in the right place and displaying properly in the preview upload section. Any help would be greatly appreciated.
  19. Hi guys. I've recently modeled a harness in Blender for the JOMO fox model (link here). The creator of this model has provided a dev kit which I've used to base my harness off of. The issue that I've come across is that after rigging the model with avastar and manually tweaking all the weights, the harness performs perfectly within blender (I can twist the joins around and the harness moves as it should) but when uploaded to SL and worn, it doesn't fit at all above the waist. I've shown the model to a friend who has lots of experience making models and rigging them for SL/game dev stuff and he's stumped as well. Below are some pictures showing what's going on. I've done a bunch of investigating but I can't seem to pin down any concrete issues with what I'm doing. I'm almost certain there are some minor discrepancies between the dev kit model and the actual in game model, but nothing like you see in the two in game images, so I don't think that's a factor. I and other content creators have tried contacting the maker of the avatar but he never responds. A bit more info regarding the harness and avatar itself: I'm not sure if this matters, but for the object physics on the harness I just uploaded a cube and applied it as the collider. The avatar in these images hasn't had its shape adjusted at all, and I was wearing nothing else that might in some way interfere with the mesh. Out of sheer desperation, I tried exporting my character shape as an .xml and uploaded it through avastar (not really knowing what I was doing at all) and compared it to my harness model. The comparison can be seen in the last image I uploaded. This is just a super random wild guess, but it almost looks like my harness is trying to fit to an invisible version of THIS body shape that is super imposed over the actual jomo avatar. This could be 100% wrong, but it's the closest I've come to explaining what is going on. I tried unboxing my avatar again and applying the harness to that body, thinking I might have somehow screwed up the body shape, but no, it seems to look wrong no matter what I do. I know there must be some way to make clothing for this avatar as there are other 3rd parties that are selling clothing that seems to fit perfectly. I've even contacted some of these sellers to ask what I'm doing wrong, but most either don't respond or are just unsure. If you guys could offer some advice I would be so, so grateful. I've been tussling with this stupid model for weeks. Thanks so much.
  20. Sorting through my hair folder, I've come across a few rigged hairs that I like, but which don't fit properly I know I can edit my shape, but that just undermines the shapes that I've spent hours lovingly editing...none of which have particularly big heads or odd dimensions (and how come other rigged hairs fit just fine??). I don't care so much if it's a hair that doesn't do much for me or if I have a better alternative in my inventory, but some of these are ones I really like! Is there really no workaround other than editing a shape specially for ill-fitting hairs? Here's an example:
  21. Hello everyone, I'd like to start off by saying that I've tried doing this myself, but in all aspects, failed to do so successfully a great numerous of times. I'm trying to get a model that has already been made into SL as an avatar, but I almost get reduced to ripping my laptop in half because of it. Avastar is being a royal pain in the ass (not the good kind), and I've looked at alot of tutorials and followed them to a "T". Yet still nothing seems to be working at all, so I give up. So here's the deal: I want to pay someone to do this for me. It's getting really very very tiresome and aggravating, and I don't want to end up just giving up on this. I can really export it into a .dae file, if that means anything. Pictures of the model here:
  22. Hello, I'm looking for mesh rigger that can fullfill the requirements below. Requirement Must have experience in rigging mesh clothes Must be able to rig for Matreiya, Freya, Isis, and Hourglass Must work diligently and rig within 24 hours. (the faster I can give you mesh to rig, the more income for you) If you are interested, please contact me and send me some of your information and your past rigging work. Pay will be discussed at this time. Do not message me if you are not experienced or not 100% sure about rigging. Serious inquiries only! Thank you.
  23. Hey Beautiful Community! I'm looking to hire an amazing mesh and texture artist with experience creating complex and realistic mesh clothing, shoes and accessory items in Second Life for an ongoing, long-term arrangement. I'd like to work with someone I can speak with and share my crude designs, fabric selections and notes to bring my designs to Second Life with exceptional quality sculpting and texturing. Here are the skills I'm looking to employ: - Expert level mesh sculpting in regards to clothing, shoes and accessories - Hyperrealistic texturing - Rigging to SL mesh bodies (specifically Maitreya Lara, Slink Hourglass, Belleza Freya & Isis) Of course, I'm ready to pay top dollar to work with someone who ticks all the boxes and has the applicable experience. I'll be purchasing all ownership and re-sale rights to the mesh that you create per our agreed upon contract - we'll get into the specifics if we make a connection. Don't worry, I'm not new to this industry and we'll both be well taken care of! If you meet these requirements or know someone who does (and are looking for work), please don't hesitate to reply here, send an email to runijinx@gmail.com or contact me in-world: Runi Jinx with information on your previous work. Looking forward to starting this new venture! Let me know if you have any questions. <3
  24. So I've been trying to figure out why blender 2.79 has its issues for me to upload any rigged mesh into second life. I confirm rotation/size/location and double check all proper export selections are made, however after bringing the .dae file into second life and adding "skin weights" to be show in the window, there's an automatic deformation to it. I do know that I'm using the fitted mesh skeleton, and that once i transfer weights and adjust it properly, they all move correctly, however, It always has the same issue, despite configuring and setting things properly. I've gone through several different tutorials and have been using blender for quite a while, but the new update seems to have changed some things. Any idea on how to fix the issue or anyone who could do a walkthrough for rigged mesh without using Avastar for blender 2.79, or would it be best to revert back to an older version?
  25. Hello, maybe one of you clever minds can help me with the following problem. I am working on a ring for Maitreya hands. In Blender 3D, I rigged the ring to the mHandMiddle2Right bone in the following way: Position and rescale the ring so it is located at/ around the bone mHandMiddle2Right Apply Rotation & Scale (CTRL+A) to the ring Select the ring and the armature and Set Parent to Armature - Deform With Empty Groups (CTRL+P) Switch the armature to Pose Mode (CTRL + TAB) and select mHandMiddle2Right Switch the ring to Weight Paint Mode (CTRL + TAB) and paint the ring with a weight of 1 (all red), all other groups are empty (zero weight) Rotating mHandMiddle2Right in Blender makes the ring follow perfectly Export the ring as Collada (.dae), selecting SL + OpenSim Rigged option In SL, I only have 1 attachment point per hand - mHandRing1Left or mHandRing1Right. I attach the ring to mHandRing1Right and manually move it to the position of mHandMiddle2Right. However, now the ring follows only mHandRing1Right, just as if the assigned weights of mHandMiddle2Right were overwritten. How can I make it follow mHandMiddle2Right instead?
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