Rigging with Blender is a bit on the advanced side. It really requires a fairly solid foundation based on Blender's more fundamental uses and controls. Weight painting a mesh is much easier if you already know how to use Blender's texturing or sculpting tools, for example. That said, I don't regret one minute investing the time to learn it... once you get the hang of things it's a really awesome tool.

When getting started with Blender, I can't recommend Blender Cookie's tutorials enough. They're anywhere from a few minutes to maybe ninety minutes long, many of them absolutely free and high quality, and can teach you everything from the basics to advanced topics and techniques applicable to OpenSim. You'll want to go through their beginner tutorials at a minimum before even trying to get into rigging. Try starting at this URL: http://cgcookie.com/blender/get-started-with-blender/

When it comes to rigged meshes, you can go two ways. Both paths start at Gaia Clary's Machinimatrix website. The simplest thing to do is to purchase and use their Avastar product (US$22) which does a lot of things for you, and supports things like LL's internal animation format. I've never used this product, so I really don't know anything about it in depth.

The other way has a steeper learning curve, because you have to do everything yourself, and starts with a Blender project file called avatar-workbench. This file contains the default LL skeletal rig, a weighted avatar mesh, and a MakeHuman mesh weighted to the LL rig. This is definitely the more challenging path, as you need to learn how to setup and configure many things yourself. I find this more satisfying myself, as I'm forced to learn exactly what's going on and generally why things occasionally go awry, but most people just wanna get stuff done. Avastar also has the only Blender exporter for LL's internal animation format that I've ever heard of. It's shame there's no open sourced one around yet.

You find both the Avastar product and the free avatar-workbench project file at the following URL: http://blog.machinimatrix.org/

Marcus

On 12/5/2012 2:58 PM, InuYasha Meiji wrote:
Oh I wish I knew how to do that. I have a great model of a Asian Water buffalo, I would love to convert to a mesh with a working skeleton. I would then use it as a NPC on my grid and have a roaming Waterbuffalo, or cart pulling buffalo for my grid. There is just so much I don't know about converting from a 3dsmax high vector 3ds and or obj file to a uploadable mesh, and no clue about making a skeleton for it. I have poser but never even used Blender. Where should I start?

InuYasha
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