How to import Wearables (.skin, .hair. alpha, ect)

Thread Started By ZeroThe10th

43358
25
  • 101 Vote(s) - 2.99 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Rate Thread
#1
Originally posted by ≧∇≦ but updated a bit >_>

**NOTE: I did post this tutorial on another forum too, but different.**

Hi people! :ThumbsUp:

Because there are always many questions from newbies on the forum who are trying to copybot, here's an advanced tutorial of almost everything.

1. A copybot viewer
If you want to copybot, it needs to start with a viewer ofcourse. There are alot of viewers, some good ones are Darkstorm,Oldskool,Extinction and Shoopedlife.
On the forum, you see a category called "COPY BOT VIEWERS", click on it.
Click on "NEW VIEWER CLIENTS". Choose a viewer from there, and download it.
Install the viewer, and you're ready to use it!
In this tutorial I will be using ShoopedLife.

2. Importing Stuff
So, you've found something nice on the forum, but you have NO idea how to get this in Second Life. This is what to do.

First, download the stuff you want. In this tutorial, I'm using a cute Baby Doll Outfit (this can be whatever you want; buildings, hairs, etc. but I just use an outfit in this tutorial).
So I will press the Download button or link and see if the url is not broken.
If the url is broken, you can comment and ask if the person could re-upload the file. If not, you are not able to get it.
If you press the Download button, you will be redirected to the download page. You can download the XML or RAR file there.

What I've downloaded was a .rar file, if you look inside this, we have this:
[Image: 2cghevl.png]

First, extract all files. You can simply do this by selecting them and dragging them to the place where you want them to be.
You see a folder with on the end _assets.
This are textures which one can be used in other grids like OpenSim. Not every share has assets included.
As you can see there are a .shirt file and a .underpants file.
That are wearables. They can have many extensions, .pants, .undershirt, .shape, .skin, etc. Those files will usually come into the Clothing folder and have icons like this:
[Image: ipwsc9.jpg]

And you see a XML file. Those files contain the prim data, which can be converted in Second Life.
If you import a XML file, you are the creator of the object.
There's a clever trick to bypass this, by spoofing the creator. I will explain how to do this later in this tutorial.

Importing Wearables
If you want to upload one or multiple wearables, press on Bulk (Variable L$ per file). You can select the files you want, holding CTRL.
(if you upload wearables trough Bulk, it's free.)
[Image: 30lp73m.png]
Darkstorm: Darkstorm> Import wearables
Oldskool/EX: File> Bulk uploads> Wearables


Now you will see the imported stuff in your Recent Items.

Importing stuff trough UUID
Because UUID's are getting more popular, it's important to know how to do it.
In some threads you might see a long, weird code. That's a UUID.

This is what we're going to do, copy a UUID from the list. Only the long code, not the text infront of it like Jacket layer etc.

In the viewer, press CTRL+SHIFT+K, or go to the tab ShoopedLife → Clipboard Keytool.
When you look in your inventory, you will see that the wearable has the name of the UUID. You can simply rename this.

Importing a XML file
If you want to import a XML file, go to a rez enabled zone (e.g a sandbox, but make sure no one is seeing you importing stuff, because you have a risk of getting reported).
Then go to File → Import XML.

Select the XML file there, and then a screen will pop-up.
Select the stuff you want to import, then simply click on OK. Now you will see that there start creating prims.
When it's done, you see the prims will attach to yourself. Wear the wearables and then you have your outfit!

Imporing a XML with Assets
If you have OpenSim, or any other grid where you want SL items, check your download map and see if theres a map which one ends on _assets. This will upload textures on the grid, because the SL textures don't exist on the grid yet.
So, go to Import KNG XML:

Then, select your XML file.
Then, on the screen with the prims, check the box "Upload Textures".
On OpenSim, this is free. In Second Life not. But it's not needed in Second Life unless the creator removed the textures.

Then make sure you are in a rez enabled zone again, and press OK.

Reply


Page 2 (The above is first post of this thread)
#11
I downloaded some skins and hair the other day so I could try to importing and learning. I imported it all as instructed, including checking textures...but some things don't seem to include textures (a hair was just xml) and it all loads as white. No textures. I clicked around to the show textures option but it only shows the default stuff.

One I downloaded was the Megan Fox one since it was part of the tutorial. My darkstorm didn't look like the tutorial one ;p The avi turned white, the eyes were white, the hair from another import was white. No textures at all.

What might I be doing wrong?

(12-09-2015, 08:21 PM)fuckoff123 Wrote:

[To see links please register here]

Is there an easy way to import an animationfor free? I've tried to use the UUID of an animation in darkstorm but it only keeps it temporarily.


As one option for those with this as an option, for the official record...if you install a local copy of opensim and import it all there, you can save the inventory as an IAR file instead of all these different types. Or put stuff in a box and save the whole region as an oar...then upload it where your host is and unpack it.

Probably won't help tremendously with SL who has it all on lock down but if you can find a way to bring in the oar without the L$ fee it'd get your stuff in there.
Reply


#12
I'm still trying to figure this out. Trying to copy over a skirt from one alt to another, the store that sold it is long gone, the creator said she deleted it from her inventory, so I don't feel so bad. I download OldSkool, I log in, I drop the skirt onto the ground, right click, more, more, export, checked all the boxes and saved it. I, for giggles, did the Obj and textures too. I log out, log in my alt, and then File -> Import XML and selected the XML file. It says imported prim of 1/1 and I am left with just a box. I look at the XML in Notepad+ and I see a lot more than one prim. Also the _asset folder is empty. What am I doing wrong?
Reply


#13
(01-27-2016, 02:13 PM)BelGarion Wrote:

[To see links please register here]

I'm still trying to figure this out. Trying to copy over a skirt from one alt to another, the store that sold it is long gone, the creator said she deleted it from her inventory, so I don't feel so bad. I download OldSkool, I log in, I drop the skirt onto the ground, right click, more, more, export, checked all the boxes and saved it. I, for giggles, did the Obj and textures too. I log out, log in my alt, and then File -> Import XML and selected the XML file. It says imported prim of 1/1 and I am left with just a box. I look at the XML in Notepad+ and I see a lot more than one prim. Also the _asset folder is empty. What am I doing wrong?
If your object is mesh, you CANNOT XML export it, it will need to be .DAE exported and re-rigged.
Reply


#14
The skirt is prim and flexi prim both.
Reply


#15
(01-27-2016, 06:50 PM)BelGarion Wrote:

[To see links please register here]

The skirt is prim and flexi prim both.

Oh, well, I would suggest using darkstorm's xml extract and just do the same,Old skool's xml extractor is on the fritz which is why we're trying to build a new viewer, but in the meanwhile, I think extinction's might still work and Darkstorm should defiantly work.
Reply


#16
Ok, was just having issues with the 'links hidden unless you reply' stuff. I'll try again to get Dark Storm. Thanks.
Reply


#17
Hi Geo...

Just wanted to give a little help... First off, I use DarkStorm most of the time, and I don't know if the same holds true for other viewers, but I assume it will be close.  If I see something I absolutley have to have but I'm having trouble getting the textures to download, I will click on the item to edit it, then go to DarkStorm tab and then to DS textures.  It will list out all the textures (which is sometimes many if it's a big item - or hair).  But if you're only having trouble getting the sculpts, simply copy the sculpt maps and add them to your objects file on your computer.  I won't go through this trouble for just anything, but once in awhile you just HAVE to have some thing that catches your eye!   Good luck and hope it helps.  Feel free to ask me any questions if you need to.

~Lori
Reply


#18
(05-29-2015, 07:08 PM)ZeroThe10th Wrote:

[To see links please register here]

Originally posted by ≧∇≦ but updated a bit >_>

**NOTE: I did post this tutorial on another forum too, but different.**

Hi people! :ThumbsUp:

Because there are always many questions from newbies on the forum who are trying to copybot, here's an advanced tutorial of almost everything.

1. A copybot viewer
If you want to copybot, it needs to start with a viewer ofcourse. There are alot of viewers, some good ones are Darkstorm,Oldskool,Extinction and Shoopedlife.
On the forum, you see a category called "COPY BOT VIEWERS", click on it.
Click on "NEW VIEWER CLIENTS". Choose a viewer from there, and download it.
Install the viewer, and you're ready to use it!
In this tutorial I will be using ShoopedLife.

2. Importing Stuff
So, you've found something nice on the forum, but you have NO idea how to get this in Second Life. This is what to do.

First, download the stuff you want. In this tutorial, I'm using a cute Baby Doll Outfit (this can be whatever you want; buildings, hairs, etc. but I just use an outfit in this tutorial).
So I will press the Download button or link and see if the url is not broken.
If the url is broken, you can comment and ask if the person could re-upload the file. If not, you are not able to get it.
If you press the Download button, you will be redirected to the download page. You can download the XML or RAR file there.

What I've downloaded was a .rar file, if you look inside this, we have this:
[Image: 2cghevl.png]

First, extract all files. You can simply do this by selecting them and dragging them to the place where you want them to be.
You see a folder with on the end _assets.
This are textures which one can be used in other grids like OpenSim. Not every share has assets included.
As you can see there are a .shirt file and a .underpants file.
That are wearables. They can have many extensions, .pants, .undershirt, .shape, .skin, etc. Those files will usually come into the Clothing folder and have icons like this:
[Image: ipwsc9.jpg]

And you see a XML file. Those files contain the prim data, which can be converted in Second Life.
If you import a XML file, you are the creator of the object.
There's a clever trick to bypass this, by spoofing the creator. I will explain how to do this later in this tutorial.

Importing Wearables
If you want to upload one or multiple wearables, press on Bulk (Variable L$ per file). You can select the files you want, holding CTRL.
(if you upload wearables trough Bulk, it's free.)
[Image: 30lp73m.png]
Darkstorm: Darkstorm> Import wearables
Oldskool/EX: File> Bulk uploads> Wearables


Now you will see the imported stuff in your Recent Items.

Importing stuff trough UUID
Because UUID's are getting more popular, it's important to know how to do it.
In some threads you might see a long, weird code. That's a UUID.

This is what we're going to do, copy a UUID from the list. Only the long code, not the text infront of it like Jacket layer etc.

In the viewer, press CTRL+SHIFT+K, or go to the tab ShoopedLife → Clipboard Keytool.
When you look in your inventory, you will see that the wearable has the name of the UUID. You can simply rename this.

Importing a XML file
If you want to import a XML file, go to a rez enabled zone (e.g a sandbox, but make sure no one is seeing you importing stuff, because you have a risk of getting reported).
Then go to File → Import XML.

Select the XML file there, and then a screen will pop-up.
Select the stuff you want to import, then simply click on OK. Now you will see that there start creating prims.
When it's done, you see the prims will attach to yourself. Wear the wearables and then you have your outfit!

Imporing a XML with Assets
If you have OpenSim, or any other grid where you want SL items, check your download map and see if theres a map which one ends on _assets. This will upload textures on the grid, because the SL textures don't exist on the grid yet.
So, go to Import KNG XML:

Then, select your XML file.
Then, on the screen with the prims, check the box "Upload Textures".
On OpenSim, this is free. In Second Life not. But it's not needed in Second Life unless the creator removed the textures.

Then make sure you are in a rez enabled zone again, and press OK.



I've downloaded a skin from the site. Extracted the rar file to a folder on hard drive. I imported it into an open sim world as a wearable and got the skin in my inventory, no problem. The problem is, when I wear the skin, none of the textures are there. The Avie is all grey. I thought maybe this person uploaded a skin without textures so I tried another one, same thing. I'm not having a problem downloading them from the site and importing them into world. But must be missing something some wheres.
Reply


#19
Hello,

It doesn't work anymore with Firestorm Pro. Can you tell us how to do now?
Reply


#20
how to import .tattoo?
Reply




Possibly Related Threads…
Thread Author Replies Views Last Post
  unable to import moulibcm 1 2,208 05-18-2021, 02:25 PM
Last Post: Lagertha
  import body iw Babby80 10 5,802 07-28-2020, 08:28 AM
Last Post: Katara

Forum Jump:

1 Guest(s)
Share this:

About Second Life Copybot

Second Life CopyBot Forum is a place where you can get items for Second Life and other vitual worlds for free. With our CopyBot viewers you can export and import any content from these virtual worlds and modify them in 3D software such as Blender, 3D studio Macx etc...