On 10/8/2011 12:08 PM, Paul Fishwick wrote:
On 10/6/2011 12:18 PM, Garmin Kawaguichi wrote:
About meshes from Evolver used as rigged wearable, the problem seems to be the
number of bones; may be 26 for LL and variable for Evolver. (The problem exiss
for LL Second Life and for OpenSim)
In some of the online docs, it would seem that a specific # of bones
and bone names have
to be used. Somewhat surprising, as I had thought that any mesh with
any armature should
naturally be importable (i.e., if you wanted to build a robot arm with
3 bones) into the
viewer.
I've been trying to get a decent mesh avatar together, it's not a piece
of cake. You are correct that the SL armature has a specific amount of
bones and even specific names. This site has been helpful, but it is
still on Blender 2.49.
http://blog.machinimatrix.org/3d-creation/blender-meshes-trail/rigg-your-avatar/
Here are updates for that page, for 2.5x users:
http://blog.machinimatrix.org/bone-weight-copy-for-blender-2-59/
I am still struggling with this, so cannot offer much help at this
point. Hope this has shed some light on the subject!
Ken aka Key Gruin on OSGrid
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