Exporting rigged mesh ?

Thread Started By ezkeiel056

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#1
Hi everyone ;)

is that possible to export from secondlife and keep the mesh rigged ?
Weight painting can be such a pain in the a****
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#2
(08-19-2016, 07:32 PM)ezkeiel056 Wrote:

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Hi everyone ;)

is that possible to export from secondlife and keep the mesh rigged ?
Weight painting can be such a pain in the a****

Hi

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I have spoken to scripters and developers high and low, the shots answer (to date) is, "nope".. Sorry to say but getting acquainted with the weighting tools is unfortunately our best bet.

If you have not already heard of Avastar, I strongly suggest you look into it, it's so far the fastest means of rigging for SL and especially so if you're looking to do fitted mesh. If need be, you will find many detailed tuts on the topic within the GoonSquad forums.

I to am crossing my fingers someone very very clever comes up with a solution to exporting the weighted data someday soon.

For now though. Best of luck!
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#3
(08-19-2016, 07:32 PM)ezkeiel056 Wrote:

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Hi everyone ;)

is that possible to export from secondlife and keep the mesh rigged ?
Weight painting can be such a pain in the a****


Yes you can 

[To see links please register here]

 :ThumbsUp:
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#4
(08-20-2016, 01:01 AM)arfandomega Wrote:

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(08-19-2016, 07:32 PM)ezkeiel056 Wrote:

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Hi everyone ;)

is that possible to export from secondlife and keep the mesh rigged ?
Weight painting can be such a pain in the a****



Yes you can 

[To see links please register here]

 :ThumbsUp:

Thank you, that's awesome ! It works pretty good :)
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#5
Thumbs Up 
(08-20-2016, 01:01 AM)arfandomega Wrote:

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(08-19-2016, 07:32 PM)ezkeiel056 Wrote:

[To see links please register here]

Hi everyone ;)

is that possible to export from secondlife and keep the mesh rigged ?
Weight painting can be such a pain in the a****



Yes you can 

[To see links please register here]

 :ThumbsUp:

Gawd dang!! TheAmazingDrunk is a life saver! Where was this respons when I asked these questions. Here I am spending DAYS at a time tweaking, rigging, uploading, undoing - tweaking, rigging, uploading and undoing all just to get some clothing to fit and conform to enzo...

Thanks SFM for taking the time to dig up that link and sharing. :Laugh:
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#6
The bad point is that when you import it to Blender.. it doesnt fit the mesh body. it looks weird.
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#7
(08-20-2016, 07:33 PM)ezkeiel056 Wrote:

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The bad point is that when you import it to Blender.. it doesnt fit the mesh body. it looks weird.

What do you mean? You mean the skeleton is in a different pose? and Which mesh body are you refering to? Some screen shots will help us better identify with your problem.
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#8
As you can see on the image below , the uploaded looks bigger than the avatar, not fitted to it.
It also comes with it own amrature

You can see at the bottom the image how small is my avatar !

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#9
(08-22-2016, 04:37 PM)ezkeiel056 Wrote:

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As you can see on the image below , the uploaded looks bigger than the avatar, not fitted to it.
It also comes with it own amrature

You can see at the bottom the image how small is my avatar !

[To see links please register here]





Okay yeah, I believe that has to do with how and where the creator rigged that item. As I understand it, Maya usually creates these monstrosities.

I have not encountered this issue as of yet but from what i can recall from some tutorials, scaling a rig is a no go. What you would have to do in this case is change your grid scale settings within blender. There are in essence 3 ways of doing this, two are only for visual reference while the other effects the ratio between lengths.

By default, 1 blender unit (and 1 grid unit) equals 1 meter. If you want 1 blender unit to equal 1mm, you can try one of the following methods. Be sure to take careful note of what you change.

1: Press (N) while your mouse is in the object window, locate the “Display” section and scale the grid scale via that (Properties Panel -> Display -> Grid Floor Scale)
2: See Properties Window (Panel to the far right) then go to -> Scene settings -> Units, set units to Metric and then set the scale to 0.001.

It’s worth mentioning that these changes probably need to be done before you import your dae.

(Image supplied by 

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