![]() SL will automatically generate any of these that you don't create yourself, and it's bad at it. All mesh objects in SL have 3 additional, progressively simpler versions of the mesh (which get displayed instead of the original at increasing distances to reduce rendering time) and 1 physics collision framework. If you're using plain Blender, you need to use an armature with custom Fitted Mesh bone properties (like the one above) and also check the extra "Keep Bind Info" option during export.įinally, there's Levels of Detail and the collision shape. Meshes rigged to them don't export correctly unless your software/plugins support bind poses. And a lot of people like using both and end up using a dedicated SL-oriented plugin that gives them everything.įurthermore, Fitted Mesh bones use a custom bind pose. LL has Bento rigs at and Fitted Mesh rigs at but there is no official source for a rig containing both. There are two separate sets of "extended" bones: Bento (detailed face, fingers, tail, wings and hindbody) and Fitted Mesh (makes more body shape sliders work). There is an option during upload to make your mesh ignore sliders on bones you've moved, so you can make this tradeoff safely if you want to. You can reposition bones - but this can cause conflict with SL's body & face shape slider system. You have to use the predefined one or a subset. Also, max 110 total weight groups, which means you can't use every single face bone and finger bone and also tail/wings all in a one-piece mesh. If you're making a dedicated custom AV that won't be wearing existing clothes, you won't need to do this. That's how creators make mesh avatars with far more than 8 materials so they have lots of tiny panels that can be turned invisible so the body doesn't clip through poorly-fitting clothing. If you go over the triangle limit, SL creates another material for the overflow if there's room.īut you can have up to 256 objects in a "linkset", which is SL's name for a group of 2 or more mesh/prim objects that's attached and removed as one. ![]() ![]() Max 8 materials per object and 21,844 triangles per material. A skeleton is available directly from LL as well, but I couldn't find one that has been updated after new bones were added (the new bones are called "bento" bones and add extra movement to fingers, tail and face)Īvastar (a 50USD blender plugin) is only neccessary if you want to make rigged mesh that is compatible with dev kits made with that plugin, or need precise visualization of how SL's shape sliders will affect your mesh. " avatar workbench" is a available form the people who make avastar and includes the correct skeleton with correct naming conventions. Also every vertex of your mesh can only be weighted to 4 separate bones, after that, it's just making sure your 3d program (blender) has the correct export options set. ) of the skeleton SL uses for its body and bones must be named identically. The only "requirement" for making a rigged thing (for example a body) work in SL is that the skeleton needs to be the same (or a subset? I've forgotten details, I vaguely remember there being a restriction on the number of different bones you could use.
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