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Rigging SL Avatar in Blender

Lowen Raymaker
Registered User
Join date: 21 Apr 2007
Posts: 185
01-21-2008 09:13
Hi folks, not sure if this is the best place for this thread, but here it goes.

I really need help from anyone with experience rigging the SL Avatar bones and mesh in Blender. First person experience, known tutorials, anything.

Thanks
Lowen Raymaker
Registered User
Join date: 21 Apr 2007
Posts: 185
01-22-2008 13:14
Accomplished!

Nobody stepped up and offered any info but I was able to get this working finally. Learning is the important part anyway I guess.
Trep Cosmo
Registered User
Join date: 3 Mar 2005
Posts: 101
01-22-2008 15:40
Any chance you'd be willing to share the .blend file?
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Lowen Raymaker
Registered User
Join date: 21 Apr 2007
Posts: 185
01-23-2008 12:38
In the end the best results for my project forced me to rig the SL avatar to a pretty heavily modified skeleton so I don't think it would do you much good.

Here's an easy way to approach the situation for potential use with SL.
Load the mesh in Fragmotion and merge it with an appropriate .bvh to get your skeleton. That and alot of tweaking will get you a rigged SL mesh. Then you can export to your desired format.

I'm still polishing up my rigging and whatnot, maybe when I get done I'll try to put together a tutorial.

Good Luck
BETLOG Hax
Geek
Join date: 22 May 2007
Posts: 91
02-03-2008 06:27
Have you successfully imported anything made with this rig to SL?

I am on the same quest atm. I have figured out the whole armature/empty workaround part, and I do have experience with rigging characters [but i'm still a bit of a blender noob] but I'm finding SL imports are generally mashed... I've switched to using bvhacker to preview instead of SL until they start to work in that.

My armature is the result of importing the standard "SL_Avatar_Tpose.bvh" as armatures with bvh_import.py [v242], and my empties generated with Arm2Empty.py [v239] are pos/rot constrained to the armature.
I systematically tried resetting rotations etc (alt-g, alt-s, alt-r) on both the empties and the armature. ..and rotating the 'hip' armature bone so it pointed up instead of forwards, which does make some difference to the orientation of the mashyness of the preview..but its still mashed.


I realise that those of you who have figured it out are probably keeping quiet about it.. but surely someone is working with blender???