diff --git a/Ada Radius/Export_ImportRiggedMeshBlender.md b/Ada Radius/Export_ImportRiggedMeshBlender.md new file mode 100644 index 0000000..8d730ca --- /dev/null +++ b/Ada Radius/Export_ImportRiggedMeshBlender.md @@ -0,0 +1,65 @@ +After using this armature, to export from Blender, make sure your armature and all its meshes are oriented to face +Y. Apply all transformations in Object mode. Check it a couple of times - parented objects sometimes follot the Object > Apply and sometimes don't, and I haven't figured out the right workflow. + +Then put the armature into edit mode, select all, clear bone roll. + +Make sure your mesh is clean. Problems here can cause viewer import failures. There may be more that's needed on this list; these are the ones I know about: +In the properties editor, +Object properties: +Relations: make sure your mesh is parented to the right armature +Delete Custom Properties, if any (if your mesh came from other software or used plugins, there might be junk there) + +Modifiers +Make sure there is only one Armature modifier, and that it's pointing to the right armature + +Object Data Properties +Delete unused vertex groups +Max deform bone vertex groups per mesh: 110 +Geometry: Clear data - sculpt mask, custom split normals, etc. + +Material properties: +Delete unused materials from each mesh +Rename materials: no spaces nor special characters. +Make sure all verts in the mesh are assigned to a material +If you made LOD or physics versions, each one must have the same material as the high LOD or physics version. +No more than 8 materials per mesh +No more than 21844 tris per material + + +Then Export - Collada, with the following selections in the export options (Gear icon): + +Operator Preset: SL+Open Sim rigged +and make sure these checkboxes are ticked: +Main tab +Selection Only +Include Armatures +Global Orientation Apply +Forward Axis Y +Up Axis Z +Texture options +Copy +UV, only selected + +Geom tab +Triangulate +Apply modifiers Viewport +Transform Matrix + +Armature tab +Deform Bones Only +Export to SL/Open Sim + +Anim tab +Include Animations (I don't know what this does) + +Extras +Use Blender Profile +Sort by Object Name +If you edited the armature, for example for a tiny or non-human, then: +Keep Bind Info + + +Import: +Include skin weight + +If your armature is resized (giants and tinies) or non-human: Include joint positions +