mirror of
https://github.com/RuthAndRoth/Reference.git
synced 2026-08-14 08:52:09 +00:00
removing outdated files
I'm removing armatures except for the most basic build from avatar_skeleton.xml. Which works more or less, but I found a possible conceptual error in the Maya to Blender conversion, having to do with differences between the way Maya handles connected bone chains vs the way Blender does it. I'm also rethinking some decisions I made re the left-right asymmetries in avatar_skeleton.xml.
This commit is contained in:
@@ -23,7 +23,7 @@ Modifier Properties:
|
||||
Object Data Properties:
|
||||
* Delete unused vertex groups
|
||||
* Max deform bone vertex groups per mesh: 110
|
||||
* Geometry: Clear data - sculpt mask, custom split normals, etc.
|
||||
* Geometry: Clear data - sculpt mask, custom split normals, unless you know how you need them inworld.
|
||||
|
||||
Material Properties:
|
||||
* Delete unused materials from each mesh
|
||||
@@ -71,4 +71,4 @@ OpenSim/Second Life Mesh Uploader:
|
||||
* 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 2020-01-26 Ada Radius. Please contact me if you see something that needs improvement or has gone out of date! This is a work in progress.
|
||||
Last updated 2020-04-11 Ada Radius. Please contact me if you see something that needs improvement or has gone out of date - this will always be a work in progress.
|
||||
|
||||
+5
-13
@@ -1,17 +1,9 @@
|
||||
Please see Export_ImportRiggedMeshBlender.md for notes on using these armatures.
|
||||
|
||||
### Armatures
|
||||
* avatar_skeleton.xml_armature.blend - armature built from data in avatar_skeleton.xml - use for tinies, giants, non-humans. avatar_skeleton.xml is the viewer file, Character folder, that defines the inworld armature. It has internal errors itself, and the Blender file armature has some compromises to adjust to them. Left-right asymetries and bone head to connected bone tail inconsistencies. There is more documentation in the Blender file.
|
||||
|
||||
* male_2016_08_05.daeRebuilt.blend - Armature built from the SLWiki Bento download, repaired with values from avatar_skeleton.xml. An approximation of the male-sized armature inworld.
|
||||
|
||||
* avatar_skeletonV3.blend replaces avatar_skeleton_with_custombonesettings.blend, and has two armatures in the blend file:
|
||||
I've removed armatures, except for the one built from avatar_skeleton.xml as I'm working on upgrades that:
|
||||
*try to find another solution to the Maya to Blender incompatibilities - the bone asymmetries and tail to head mismatches for the connected bones
|
||||
*include information from avatar_lad.xml - the female to male morph
|
||||
|
||||
** avatar_skeleton.xml - The avatar_skeleton.xml armature, with the addition of bone custom properties for the "fitted" or volume bones, values taken from avatar_skeleton.xml, with python language from Blender dev blog. Can be used as-is for vertex weighting fitted or regular mesh, and exporting the dae file.
|
||||
|
||||
**avatar_skeletonV3 - the above armature, rotated +X, bone names changed to conform to Blender naming rules, and the addition of a nondeform PelvisChild bone that will rotate so mPelvis weights can be tested. This armature is better for rigging, skinning and vertex painting in Blender, but can't be used for exporting the dae file. One workflow is to use this for vertex weighting, then unbind, rotate the mesh +y forward, apply rotation, and skin to avatar_skeleton.xml armature for exporting.
|
||||
|
||||
There is more documentation in the blend file.
|
||||
|
||||
|
||||
|
||||
@@ -19,10 +11,10 @@ There is more documentation in the blend file.
|
||||
|
||||
* SLAvatar.blend - replica of the inworld default avatar mesh, based on SLWiki downloads.
|
||||
|
||||
* opensim_armatures.ods - spreadsheet analysis of avatar_skeleton.xml, which is found in the viewer Character folder. Cross-referenced to SLWiki information (some of which is wrong), calculations converting the Maya values to Blender, and notes on exporting from Blender.
|
||||
* opensim_armatures.ods - spreadsheet analysis of avatar_skeleton.xml, which is found in the viewer Character folder. Cross-referenced to SLWiki information (some of which is wrong), calculations converting the Maya values to Blender, and notes on exporting from Blender. - THIS HAS BEEN REMOVED - updating
|
||||
|
||||
* UVmaps - PNG images.
|
||||
|
||||
* SLAvatarUVMaps.psd - PhotoShop document of UV Maps.
|
||||
|
||||
Last updated 2021-01-26 Ada Radius
|
||||
Last updated 2021-04-11 Ada Radius
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Reference in New Issue
Block a user