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Second life bento skeleton for 3ds max
Second life bento skeleton for 3ds max







  1. SECOND LIFE BENTO SKELETON FOR 3DS MAX HOW TO
  2. SECOND LIFE BENTO SKELETON FOR 3DS MAX INSTALL
  3. SECOND LIFE BENTO SKELETON FOR 3DS MAX UPDATE

See this video to find out, how you can fix the Measurement missmatch between Blender-2.49b and Second Life once and for ever: The common fix is to scale up the models in Blender 2.49 by a factor of 100.īut there is a nicer fix, which adjust the Collada Exporter to behave according to our expectations. Unfortunately this missmatch very often leads to the import of "tiny objects". But the common expectation in Second Life is that one Measurement Unit is mapped to 1 Second Life Meter. So, what is the issue with Blender 2.49 ? It is all so simple that the Collada Exporter for Blender assumes that one Measurement Unit is mapped to one real life centimeter. You even can later rescale your model in your target system. Then all you need to do is to work in the correct scale. In principle you just have to know how the mapping is between your 3D program (Blender) and the target environment (Second Life). Scaling is somewhat arbitrary in Blender 2.49. BlanderMan rigging tutorial part 1-1, part 1-2, part 2.

  • Class Level | Building: Beginner(2) | Blender: Beginnerīlender 2.4x specific (legacy) Video tutorial.
  • (has been updating his tutorials for 2.5)

    SECOND LIFE BENTO SKELETON FOR 3DS MAX HOW TO

    How to Use the New Bone Weight Copy 2.5x Script More tutorials

    SECOND LIFE BENTO SKELETON FOR 3DS MAX INSTALL

    How to Install Blender and Blender Addon Scripts

    second life bento skeleton for 3ds max

    How to Use an Offset Pivot Point With SL Mesh Tip Top Tool tips (medium level tips for blender) Gotchas and workarounds Optimization techniques Tutorial links = Blender 2.5x/2.6x specific = Tool tip: For rigged mesh creation and animation check out Avastar this addon might be of help for you (commercial tool).Joints positions: Forum tip for exporting joint positions with Blender.Please note that the bones are all the wrong names for mesh import, as mentioned in Mesh/Troubleshooting#Rigging.

    second life bento skeleton for 3ds max

    This will get you a slightly inaccurate skeleton to work from.

  • BVH Animations: It's possible to import one of the default BVH animations that can be found linked in the header of the Internal_Animations#User-playable_animations.
  • So here it is:įorum thread on optimizing your mesh in Blender for Second Lifeįorum thread on installing Blender Bones and rigging

    second life bento skeleton for 3ds max

    This is a tutorial that was originally made for Avastar (a blender addon) but most of the tutorial also fits to arbitrary mesh imports to second Life. You find the Blender Collada exporter here: The "Decimate" modifier is a serviceable substitute but the downside is that you'll need to redo the UV map for each LOD level.Īccording to: "Poly Reducer issues in Blender 2.71" in blender stackexchange, The UV mapping issues have been solved in recent versions. Unfortunately the Poly Reducer script is currently only available for version 2.4x of Blender. You may also want to use this mesh when defining your model's physics.

  • Export your mesh to COLLADA this will be your "lowest" level of detail.
  • Run Poly Reducer with a poly reduce setting of 0.125 (to reduce your polygon count by seven eighths).
  • Export your mesh to COLLADA this will be your "low" level of detail.
  • Run Poly Reducer with a poly reduce setting of 0.25 (to reduce your polygon count by three quarters).
  • It's good to start from the full-detail mesh each time to prevent errors from accumulating, though this may not be a significant concern for simple meshes such as attachments.
  • Reload your original full-detail mesh.
  • Export your mesh to COLLADA this will be the "medium" level of detail.
  • second life bento skeleton for 3ds max

    SECOND LIFE BENTO SKELETON FOR 3DS MAX UPDATE

  • If you make any manual changes to tweak the resulting mesh, remember to update the UV map to match.
  • Run Poly Reducer with a poly reduce setting of 0.5 (to reduce your polygon count by half).
  • Export your full-detail mesh to COLLADA.
  • shoes with 30000 polygons per shoe have 20 times too much faces.
  • Avoid creating extremely small polygons ( 10000 faces starts getting too heavy.
  • Avoid creating more than 21844 tris per texture face.
  • Avoid duplicate vertices (unless you want to use the split modifier).
  • Avoid intersecting faces (unless intersections are intended).
  • Use no more than 8 face textures (8 materials assignments).
  • Take care to create low polygon meshes (as few verts as possible).
  • Basic workflow Create your model Some hints:









    Second life bento skeleton for 3ds max