Wow, OMG, I have my own personal grid, with ten friends testing it, as
users. I have bnen working on, and building every thing on it mostly
myself. It is starting to feel it will take the rest of my life to
gleam anything I will be proud to let others come enjoy. I have used
3dsmax since back in version 2, with so much more to go, I don't know if
I can take that much time away from building, scripting, sound creating,
and so on to learn to do all this. I guess I will have to use the old
way of making walking roaming animals on Opensim. Trying to animate
sculpted extremities and get it to look right somehow. It seems it
might take months away from getting any further on my dreams of a nice
Early 17th Century Ryukyu Kingdom grid.
Thanks very much for the information, it explained a lot.
InuYasha
On 12/5/2012 6:01 PM, Marcus Llewellyn wrote:
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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