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  • ...vious 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 in ===Rigging using the Fitted Mesh technique===
    4 KB (661 words) - 14:16, 6 July 2017

Page text matches

  • === Bones and rigging ===
    535 bytes (62 words) - 13:25, 21 June 2011
  • === Bones and rigging ===
    940 bytes (132 words) - 10:56, 31 October 2011
  • ...tended skeleton, which is fully backward compatible with existing avatars, rigging and animation, gives creators the power to create more sophisticated avatar }}{{GreenCheckbox|title=Resolved Issues|body=* {{jira|SL-202}} Mesh rigging fails when joint offsets are combined with fitted mesh
    2 KB (315 words) - 13:51, 16 December 2015
  • ...vious 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 in ===Rigging using the Fitted Mesh technique===
    4 KB (661 words) - 14:16, 6 July 2017
  • ...tended skeleton, which is fully backward compatible with existing avatars, rigging and animation, gives creators the power to create more sophisticated avatar * {{jira|SL-202}} Mesh rigging fails when joint offsets are combined with fitted mesh
    3 KB (403 words) - 15:53, 20 January 2016
  • ...p://www.youtube.com/watch?v=3JHWDdrIeD0 Creating a full avatar in Maya and rigging in Blender (video tutorial)] * [http://saeluan.com/tutorials/maya/rigging-mesh-in-maya/ How to rig a mesh in Maya (video tutorial)]
    4 KB (615 words) - 12:58, 1 January 2013
  • * {{jira|SL-202}} Mesh rigging fails when joint offsets are combined with fitted mesh * {{jira|SL-290}} base bone rigging is disabled when Enhanced skeleton is disabled.
    4 KB (595 words) - 18:31, 14 April 2016
  • === Bones and rigging === ...box for Soft Bind is also where you will go later on to adjust weights and rigging properties.
    6 KB (1,002 words) - 13:12, 29 February 2016
  • ...sh. It always generates weight maps from first LOD. This creates issues in rigging if mesh has some parts that intersect each other in default T pose. I've me
    1 KB (189 words) - 08:46, 9 April 2013
  • ===Rigging===
    4 KB (694 words) - 11:17, 30 March 2014
  • * {{jira|SL-202}} Mesh rigging fails when joint offsets are combined with fitted mesh * {{jira|SL-290}} base bone rigging is disabled when enhanced skeleton is disabled
    3 KB (473 words) - 13:27, 29 March 2016
  • === Bones and Rigging ===
    5 KB (766 words) - 02:44, 16 May 2015
  • ...character/avatar_lad.xml character/avatar_lad.xml]. Hopefully it will make rigging to fitted mesh a little easier to follow. ...used with "traditional" SL [[Mesh/Uploading and wearing a rigged mesh|mesh rigging]].
    6 KB (801 words) - 03:02, 15 September 2016
  • === Bones and rigging === ...ll the wrong names for mesh import, as mentioned in [[Mesh/Troubleshooting#Rigging]].
    8 KB (1,183 words) - 11:06, 17 March 2016
  • * {{jira|SL-202}} Mesh rigging fails when joint offsets are combined with fitted mesh * {{jira|SL-290}} base bone rigging is disabled when Enhanced skeleton is disabled.
    5 KB (711 words) - 13:46, 10 June 2016
  • * {{jira|SL-202}} Mesh rigging fails when joint offsets are combined with fitted mesh * {{jira|SL-290}} base bone rigging is disabled when Enhanced skeleton is disabled.
    5 KB (794 words) - 13:32, 5 May 2016
  • * {{jira|SL-202}} Mesh rigging fails when joint offsets are combined with fitted mesh * {{jira|SL-290}} base bone rigging is disabled when Enhanced skeleton is disabled.
    5 KB (775 words) - 11:33, 30 June 2016
  • * {{jira|SL-202}} Mesh rigging fails when joint offsets are combined with fitted mesh * {{jira|SL-290}} base bone rigging is disabled when Enhanced skeleton is disabled.
    5 KB (799 words) - 10:46, 26 May 2016
  • * {{jira|SL-202}} Mesh rigging fails when joint offsets are combined with fitted mesh * {{jira|SL-290}} base bone rigging is disabled when Enhanced skeleton is disabled
    4 KB (658 words) - 14:13, 2 March 2016
  • ...iewer adds new "collision bones" to the standard avatar skeleton. Properly rigging mesh objects to those bones will cause the garment to adapt to changes in t
    2 KB (319 words) - 10:48, 20 November 2013

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