another rewrite

This commit is contained in:
Ada Radius
2020-11-02 07:48:13 -08:00
committed by GitHub
parent e866098a53
commit 8093dd7e04
+21 -11
View File
@@ -1,15 +1,22 @@
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 follow the Object > Apply and sometimes don't, and I haven't figured out the right workflow.
Exporting from Blender to import to OpenSim. This may work for Second Life as well but I haven't tested it.
While working in Blender, it's better to orient your armature and mesh to face front (+Y), while you are in Front Orthographic view. As Blender symmetry defaults along the X axis. If you don't know how to do that yet, search for and watch tutorials on applying rotations and other tranforms to objects, and the relationship between object and mesh. I won't list links here - Blender changes too fast.
To export from Blender, however, make sure your armature and all its meshes are oriented to face +X - facing to your right in Front Orthographic view. Apply all transformations in Object mode. Check it a couple of times - parented objects follow the parent while rotating, but the rotation needs to be applied to the child objects as well as the parent armature. If you forget that and rotate a child object before rotating the parent, you may need to fix it.
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,
Make sure your mesh is clean. Problems here can cause viewer import failures. These failures may be silent, or there may be an error message, which may or may not have anything to do with the actual error.
There may be more items needed on these lists; these are the ones I know about:
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
Modifier Properties
Make sure there is only one Armature modifier, and that it's pointing to the right armature
Other modifiers may or may not work as they're applied on export
Object Data Properties
Delete unused vertex groups
@@ -24,12 +31,11 @@ If you made LOD or physics versions, each one must have the same material as the
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
Main tab:
Selection Only
Include Armatures
Global Orientation Apply
@@ -39,19 +45,19 @@ Texture options
Copy
UV, only selected
Geom tab
Geom tab:
Triangulate
Apply modifiers Viewport
Transform Matrix
Armature tab
Armature tab:
Deform Bones Only
Export to SL/Open Sim
Anim tab
Anim tab:
Include Animations (I don't know what this does)
Extras
Extras:
Use Blender Profile
Sort by Object Name
If you edited the armature, for example for a tiny or non-human, then:
@@ -61,5 +67,9 @@ Keep Bind Info
Import:
Include skin weight
If your armature is resized (giants and tinies) or non-human: Include joint positions
If your armature is resized (giants, tinies, non-humans): Include joint positions
If you don't want your mesh to use the Appearance sliders at all: Lock scale if joint position defined
last updated 2020-11-02 Ad Radius
Please contact me if you see something that needs improvemen or has gone out of date! This is a work in progress.