Difference between revisions of "Mesh/Rigging Fitted Mesh"

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#* [http://wiki.secondlife.com/wiki/Mesh/Exporting_a_mesh_from_3ds_Max  Exporting a mesh from 3DS Max]
#* [http://wiki.secondlife.com/wiki/Mesh/Exporting_a_mesh_from_3ds_Max  Exporting a mesh from 3DS Max]
#* [http://wiki.secondlife.com/wiki/Mesh/Exporting_a_mesh_from_Maya Exporting a mesh from Maya]
#* [http://wiki.secondlife.com/wiki/Mesh/Exporting_a_mesh_from_Maya Exporting a mesh from Maya]
# Import the rigged mesh to Second Life and wear the model, as described in [http://wiki.secondlife.com/wiki/Mesh/Uploading_and_wearing_a_rigged_mesh Uploading an wearing a rigged mesh].
# Import the rigged mesh to Second Life and wear the model, as described in [http://wiki.secondlife.com/wiki/Mesh/Uploading_and_wearing_a_rigged_mesh Uploading and wearing a rigged mesh].
# Adjust your body shape, make sure to save your changes, and enjoy your creation.
# Adjust your body shape, make sure to save your changes, and enjoy your creation.
#* Information on changing your avatar’s appearance and body shape can be found in the Second Life Knowledge Base, under [http://community.secondlife.com/t5/English-Knowledge-Base/Controlling-your-avatar-s-appearance/ta-p/700709#Section_.2 Controlling your avatar’s appearance], and by clicking the '''?''' button at the top of the Appearance editor.
#* Information on changing your avatar’s appearance and body shape can be found in the Second Life Knowledge Base, under [http://community.secondlife.com/t5/English-Knowledge-Base/Controlling-your-avatar-s-appearance/ta-p/700709#Section_.2 Controlling your avatar’s appearance], and by clicking the '''?''' button at the top of the Appearance editor.

Revision as of 08:18, 11 February 2014

Download links

Second Life Skeletons

Includes the male and female models in the following formats:

.ma
.fbx
.blend
.dae

What is Fitted Mesh?

Fitted Mesh is a technique in which an avatar's collision bones are used to add further deformation detail to an avatar or clothing. The benefit of this technique is that it allows Mesh clothing and avatars to be adjusted using an avatar's Body Shape sliders in the Appearance Editor. This results in clothing that can adjust and fit to your avatar's own personal body shape and style.

For content creators, the key difference between a Fitted Mesh skeleton and the previous standard skeleton is that a Fitted Mesh skeleton has more bones. The rigging workflow is the same except that the additional collision bones are also included in the skinning/binding process. Note that unlike the mBones, you do not need to include all of the collision bones, rather only the ones you wish to use.

KBtip2.png Tip: For the best results and to avoid unsightly clipping, you should use alpha masks to hide areas covered by mesh on your avatar.
KBnote.png Note: Fitted Mesh requires Second Life Project Fitted Mesh viewer, which can be downloaded from the alternate viewers page.

Collision bones

List of original collision bones:

  • PELVIS
  • BELLY
  • CHEST
  • NECK
  • HEAD
  • L_CLAVICLE
  • L_UPPER_ARM
  • L_LOWER_ARM
  • L_HAND
  • R_CLAVICLE
  • R_UPPER_ARM
  • R_LOWER_ARM
  • R_HAND
  • L_UPPER_LEG
  • L_LOWER_LEG
  • L_FOOT
  • R_UPPER_LEG
  • R_LOWER_LEG
  • R_FOOT

Collision bones added with Fitted Mesh

  • BUTT *
  • LEFT_PEC *
  • RIGHT_PEC *
  • LEFT_HANDLE
  • RIGHT_HANDLE
  • LOWER_BACK
  • UPPER_BACK
KBnote.png Note: BUTT, LEFT_PEC, and RIGHT_PEC are affected by avatar physics.


Rigging using the Fitted Mesh technique

  1. Download one of the skeleton files.
  2. Follow one of the many tutorials for rigging avatars in your modeling program of choice.
  3. Export your new rigged mesh from your modeling program of choice:
  4. Import the rigged mesh to Second Life and wear the model, as described in Uploading and wearing a rigged mesh.
  5. Adjust your body shape, make sure to save your changes, and enjoy your creation.
    • Information on changing your avatar’s appearance and body shape can be found in the Second Life Knowledge Base, under Controlling your avatar’s appearance, and by clicking the ? button at the top of the Appearance editor.

Additional resources