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Maitreya dev kit question - Irene - 12-06-2016

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RE: Maitreya dev kit question - CosmicInspector - 12-07-2016

Hello Irene, was this rigged to include muscular weights (fitted mesh)? It could be due to that but it seems to be pretty evenly offset on both the front and the back. I would suggest simply tabbing into Edit mode, highlighting all verts, by hitting "a", scale them down by hitting "s" and while in scale mode, the letter to which ever axis it is that is offset. One or two tweaks like this should fix that issue for you. Alternatively, send me the .blend file and I'll knock it out. It's an easy fix. [email protected]


RE: Maitreya dev kit question - Irene - 12-08-2016

Hello CosmicInspector :) Yes, it was rigged fitted with maitreya dev kit from Zero... and it works like a charm, just this issue. On a dummy in blender it is tight on body, moves great with sliders and other movements. But when i import it in sl,  there is that awfull even gap :D And it is not a case just with panties, i made a shirt and tights also, and it is same...  Okey, i will try that you sugested, just tell me, before i move vertices should i unrig it and remove vertex groups and rerig it again after? Or i can adjust mesh rigged and just reimport it?


RE: Maitreya dev kit question - CosmicInspector - 12-08-2016

Just work on the saved .blend file, do the changes and then save that as a .blend file with a different name to assure that you're able to go back and start over. In response to your question though, don't unrig. You can modify the shape of the mesh without unrigging and it is actually the best way to go about it. Modifying can be done in this way in Edit or Sculpt mode just don't be alarmed if your skeleton goes into the pose position when you tab into edit mode, this is normal and will revert back to the position it was in when you tab back out of edit mode. The changes you make to the mesh will stick.

I think the oversizing is due to the fitted mesh sliders being in the wrong postition upon applying the weights. That's all I can think of. Right or wrong, it's an easy fix nun the less, just scale it down - after having applied the weights and after a test upload here and another tweak there you should be good to go. I would advise you remove the last LOD upon upload to save yourself some time as well as l$... LODs are actually not even needed if you're uploading rigged meshes. So set them to 0 and SL will calculate a lot faster. Might also be worth looking into how to log into the BETA grid if you havn't done so already... You get 40 - 50k pro bono and you're free to spend it as you like...


RE: Maitreya dev kit question - scarlet - 12-09-2016

I have had the same issue and hope you found a solution. What sort of worked for me was to scale parts far more than looks right. Like to the point where the AVI in Blender is very much poking through, mostly around the under arm area and top of the breast. The rest can be skin tight and it seems to be pretty close.


RE: Maitreya dev kit question - Irene - 12-10-2016

Ok, i made a shirt also, and it is even worse problem. I get weights with both regular bones and fitted wich is not a case with lower part... i guess it is a matter of a lot of twiking and it is a trial and error process... Also i looked on a few big brand sl names, and on their shirts i found  that part around shoulders and breasts is more off the body so maybe thats just the way it is.


RE: Maitreya dev kit question - CosmicInspector - 12-10-2016

Yes, it is usually the case of either "much bigger" or "much smaller" than the actual mesh within blender when working with bootleg versions (That's why I said scale and then sculpt - a lot). If you think clothing is alot of work on bootlegged bodies, try creating one of your own i.e re-rigging a ripped mesh body to that of an originally rigged one. I have personally invested hundreds of hours on trial and error for the Aesthetics body alone. With well over 100 test uploads and thousands of tweaks, both physical and with the sliders themselves. That is not the end of the story though, no matter how close i get, when i rig clothing to it there are still a good 15 test uploads to go for the clothing. Trial and error is the name of the game here. Thus the reason for my reaching out to store owners - to no avail i might add - I simply can not afford to invest more time in this, much less for every item of clothing i have meshed, and i have meshed MANY!

There is a way around this though - IF YOU ARE LUCKY (i am not), have the "convert to avastar" feature in your version of Avastar and know how to use the GoonSquad.exe program.
To do this you have to import the body parts, link all of them to the same armature under the modifier tab, rotate it (usually) then click "apply" in the Object menu for Location, Rotation, Scale and Visual Transform for both the meshes and the skeleton. After that you can Convert to Avastar and rigg your clothing to that. This prossec itself is also trial and error and it has been some time since i bothered with it since the body I am trying to do it with was rigged to some outdated version of the skeleton and totally mixes up the bones.

Wishing ya'll good luck...


RE: Maitreya dev kit question - Ap0110 - 12-10-2016

Great job helping the new member.
CosmicInspector dateline=' Wrote: Hello Irene, was this rigged to include
muscular weights (fitted mesh)? It could be due to that but it seems to be pretty evenly offset on both the front and the back. I would suggest simply tabbing into Edit mode, highlighting all verts, by hitting "a", scale them down by hitting "s" and while in scale mode, the letter to which ever axis it is that is offset. One or two tweaks like this should fix that issue for you. Alternatively, send me the .blend file and I'll knock it out. It's an easy fix. [email protected]