Search results

Jump to navigation Jump to search

Page title matches

  • ...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
  • ...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 (330 words) - 12:46, 5 December 2013
  • The Project Bento Update added bones to the skeleton to expand rigging and animation support in the following areas: ...exactly mimic the motion of a morph target based system with a bone based rigging system. For example : sliders will affect a mesh attachment head different
    13 KB (2,065 words) - 15:39, 31 August 2020
  • Blender の詳しいリグ作成チュートリアルがここにもあります: '''BlanderMan rigging tutorial [http://vimeo.com/5067809 part 1-1], [http://vimeo.com/5068722 par
    12 KB (227 words) - 01:45, 9 January 2011
  • ** Also see '''[[Mesh/Rigging Fitted Mesh|Rigging Fitted Mesh]]''' for .ma, .fbx, .blend and .dae formats with revised skelet ...Life with Maya, from various modeling techniques, sizing around an avatar, rigging, and even draping cloth around your model. The Clothing Course is about ei
    10 KB (1,439 words) - 13:01, 23 September 2016
  • == Seção bônus: opções Rigging == == Vestindo um modelo com rigging ==
    12 KB (2,005 words) - 17:22, 9 April 2012
  • * {{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.
    6 KB (857 words) - 11:56, 14 July 2016
  • #Is rigging to the collision bone a feature linden labs supports or is it just a bug th
    2 KB (395 words) - 08:35, 2 April 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.
    6 KB (901 words) - 12:00, 22 September 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.
    7 KB (941 words) - 10:39, 25 August 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.
    7 KB (929 words) - 12:28, 14 September 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.
    7 KB (943 words) - 10:52, 20 October 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.
    7 KB (952 words) - 11:13, 7 October 2016
  • :*When applying deformations to [[Mesh/Rigging Fitted Mesh#Collision_bones|collision volumes]], this will disable any effe :*When applying deformations to [[Mesh/Rigging Fitted Mesh#Collision_bones|collision volumes]], this method '''does not'''
    11 KB (1,778 words) - 10:02, 16 December 2022
  • * {{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.
    7 KB (1,027 words) - 11:37, 2 November 2016
  • [http://www.youtube.com/watch?v=ILhAjvvfYME Youtube Rigging example using SLAv and Kristen Viewer] === Bones and rigging ===
    17 KB (2,911 words) - 21:46, 25 July 2019
  • * {{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.
    7 KB (1,051 words) - 12:40, 22 November 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.
    8 KB (1,082 words) - 12:57, 15 November 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
    3 KB (481 words) - 12:16, 16 January 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.
    8 KB (1,204 words) - 12:32, 5 December 2016
  • Skeletal animation -- the animating of a single mesh by rigging it to an animated armature -- is the proper long term solution to creating
    4 KB (623 words) - 12:56, 14 October 2023
  • ...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
    4 KB (514 words) - 11:40, 27 January 2014
  • ...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
    4 KB (514 words) - 10:40, 5 February 2014
  • ...esh for Second Life. ‘Animation’ has a few helpful tools plus options for Rigging Clothing and Avatars. The ‘Rendering’ set has options for baking textu ...tructional videos online, everything from basics, to modeling clothing and rigging to your avatar, rendering textures and shadows, and creating a physics mode
    10 KB (1,839 words) - 13:58, 14 April 2013
  • ...necessary for simply animating a rigged mesh. It extends the workflow of rigging a mesh substantially into taking several hours of work; sometimes with a si Although the workflow is largely more streamlined than that of rigging a mesh, it does require content creators learn how to efficiently create mo
    14 KB (2,198 words) - 12:03, 4 August 2012
  • With so much emphasis being placed upon the implementation of meshes and rigging this may be a moot proposal, but remains relevant nonetheless. It should b
    6 KB (888 words) - 14:05, 22 January 2015
  • ...sion Skeleton''' show avatar's "collision volume" joints. Used with [[Mesh/Rigging Fitted Mesh|fitted mesh]] and touch/select. Not used with simulator physics ...l duplicate --> show avatar's "collision volume" joints. Used with [[Mesh/Rigging Fitted Mesh|fitted mesh]] and touch/select. Not used with simulator physic
    15 KB (2,066 words) - 01:36, 12 April 2015
  • ...g av.... er... skeleton rigging..... meaning, you couldn't devise a custom rigging for your mesh av..... but that that WOULD be coming. ...style=" padding:0 3px;"|Right, the current ones are based on the existing rigging.
    112 KB (13,906 words) - 14:06, 15 September 2010
  • ...the bones are actually moving. This helps demonstrate how your avatar's rigging works to alter the actual appearance.
    9 KB (1,479 words) - 03:00, 26 January 2024
  • |width=100% style="padding:0 6px;"|Do you mean support rigging to attachment point bone names? ...to find out if the mesh in sl currently supports normal mapping, or custom rigging
    97 KB (12,154 words) - 14:47, 30 January 2012
  • *[2011/04/04 11:21] Υπατία Καλλιστώ (hypatia.callisto): rigging is better, even morphs if they are implemented with parametric deformers ...11:22] Latif Khalifa: hypatia, for things like a beanbag with two states rigging is way overkill
    31 KB (4,073 words) - 11:54, 4 April 2011
  • ...sure it was safe/complete, but would be nice if we can add more bones for rigging with such a simple patch :) |width=100% style="padding:0 6px;"|more bones for rigging is good!
    73 KB (9,316 words) - 11:49, 22 October 2012
  • ...th=100% style="padding:0 6px;"|question: any plans to implement non avatar rigging for jointed objects? ...th=100% style="padding:0 6px;"|Commander Gearhead: we'd love to add non av rigging but it's not something we're actively working on, atm.
    78 KB (9,857 words) - 13:06, 18 January 2013
  • ...r=#808080><b>Lex (lexbot.sinister)</b><nowiki>: it can get bigger when the rigging data gets loaded</nowiki></font> ...atically scaled down if it's above 5 meters. It will re-scale anyways when rigging kicks in"</nowiki></font>
    58 KB (8,952 words) - 13:48, 29 July 2014
  • |width=100% style="padding:0 6px;"|Just curious if/when we will get custom rigging/ armatures for mesh avs ...mapping. ect.?yeah look at my hair... and tail. they definetely need some rigging :D. i wouldnt mind flexy. as long as tehy could be hand animated atleast
    98 KB (12,475 words) - 15:01, 12 March 2012
  • * [2011/03/14 11:20] Prep Linden: I'm focusing on import bugs, some avatar rigging issues etc...
    19 KB (2,438 words) - 10:26, 18 March 2011
  • ...ever ever thinking that materials will be spoken about , and figures that rigging will be the christmas no.1 (still) ...physics but im trying to think if there would be another use for some more rigging freedom in the chest area
    83 KB (12,277 words) - 15:02, 31 July 2012
  • #Any word on the Neck and Center attachments points and avatars and rigging with Collada upload? [[User:Nalates Urriah|Nalates Urriah]] ...px;"|#6 Any word on the Neck and Center attachments points and avatars and rigging with Collada upload? Nalates Urriah
    111 KB (14,105 words) - 16:03, 31 October 2011
  • ...eally open up the possibilities for character creation, things like facial rigging and animation. Additionally it would be very helpful if the Sl importer wou ...eally open up the possibilities for character creation, things like facial rigging and animation. Additionally it would be very helpful if the Sl importer wou
    139 KB (17,594 words) - 10:40, 10 July 2012
  • ...tro Linden (maestro.linden): I'm not sure, Margithe.. if it depends on the rigging, perhaps that could be a rendering issue?
    21 KB (2,818 words) - 16:29, 30 October 2014
  • |width=100% style="padding:0 6px;"|my guess is it's a rigging trick ...% style="padding:0 6px;"|the trick is to use the collision volumes for the rigging part
    214 KB (27,084 words) - 15:29, 25 June 2012
  • ...yle="padding:0 6px;"|we can tell you that we're NOT looking into automatic rigging |width=100% style="padding:0 6px;"|the state-of-the-art in automatic rigging still requires artist intervention and is best left to the external tool
    114 KB (14,631 words) - 09:41, 17 October 2011
  • # Where is the specification for how rigging works differently in collada 1.4.0 vs 1.4.1? I'm fixing blender 2.5 to work ...0% style="padding:0 6px;"|oh? there have been viewer-side changes with how rigging is imported? I've been making blender-side changes to make it export like 2
    154 KB (19,440 words) - 15:09, 15 August 2011
  • [2013/08/22 15:15] Whirly Fizzle: Mesh using the red poly method of rigging. It deforms to the avatar shape
    22 KB (3,038 words) - 17:24, 28 August 2013
  • | and work-wise, it shouldn't any more difficult to work with than rigging; infact in theory it should be easier | there's no need to change your rigging, it should "just work" with the new morph
    116 KB (17,286 words) - 17:30, 10 July 2012
  • ...ser:reddot99 Republic|reddot99 Republic]]: no, meshes will be rigged, and rigging would be hard to steal * [16:02] [[User:Rex Cronon|Rex Cronon]]: btw from what i understand rigging is just addinga skelleton to your mehs
    59 KB (8,659 words) - 21:08, 5 August 2010
  • # Anything in our future for non-avatar rigging? |width=100% style="padding:0 6px;"|#5 Anything in our future for non-avatar rigging?
    155 KB (19,508 words) - 15:21, 9 January 2012
  • |width=100% style=" padding:0 3px;"|I knew there was rigging, hadn't heard about weighting yet.
    70 KB (8,572 words) - 14:21, 4 February 2011
  • |width=100% style="padding:0 6px;"|I have documentation for rigging in blender I intend to put on the wiki. maybe will sooner rather than later ...adding:0 6px;"|on that note, if anyone here could help me with SL avi/maya rigging, I would pay well. Xeniversity is full up till about next year. lol
    158 KB (19,745 words) - 15:37, 20 June 2011
  • ...shrink fit" to your shape. This would also alleviate the need for skeletal rigging, which is extremely difficult. [Maxwell Graf] ...shrink fit" to your shape. This would also alleviate the need for skeletal rigging, which is extremely difficult. [Maxwell Graf]
    143 KB (18,400 words) - 16:17, 11 July 2011
  • * [2011/04/11 11:25] davep (runitai.linden): but weights for rigging do not
    28 KB (3,707 words) - 12:24, 11 April 2011
  • * [15:35] arton Rotaru: xstrom: OBJ does not support rigging (sorry for the delay)
    27 KB (4,005 words) - 16:31, 3 May 2012
  • ..."padding:0 6px;"|One of the options is that we are looking into supporting rigging to collision volumes, but we need some sample content that has a rigged mes
    79 KB (10,042 words) - 08:54, 10 October 2011
  • |width=100% style="padding:0 6px;"|[#VWR-29349] Additional bones for rigging - Second Life Bug Tracker
    87 KB (10,894 words) - 14:11, 13 August 2012
  • ...th account status, then the new fitted mesh sometimes having problems with rigging or something. But I haven't heard about a file version issue</nowiki></f
    43 KB (6,611 words) - 14:26, 1 July 2014
  • |width=100% style=" padding:0 3px;"|but rigging will be a part of this
    88 KB (10,825 words) - 14:21, 4 February 2011
  • | yeah, now that we have rigging, people won't tolerate movement through the body anymore
    82 KB (12,094 words) - 17:29, 17 July 2012
  • ...might be a more successful endeavour than just smacking down hard limits. Rigging zBrush meshes = bad, using auto-retopology tools = bad, et cetera.
    88 KB (11,135 words) - 13:03, 26 November 2012
  • |width=100% style="padding:0 6px;"|I can only imagine anything in depth on rigging has got to be huge
    114 KB (14,189 words) - 13:49, 1 September 2011
  • | style="white-space:normal;"|if you're happy rigging it you can save a bunch of stuff
    67 KB (8,741 words) - 16:50, 1 April 2010
  • ...s Habilis</b><nowiki>: falcon sounds like it will be same time as arbitary rigging</nowiki></font>
    54 KB (8,227 words) - 17:15, 30 September 2011
  • ...giving avatars the ability to be animated AND scripted limits the type of rigging you can do to the avatar form.</nowiki></font>
    56 KB (9,015 words) - 09:05, 28 February 2012
  • * [2011/03/28 11:24] Stickman: Rigging proper wings without custom bones will be one heck of a nightmare.
    45 KB (5,696 words) - 09:42, 29 March 2011
  • |width=100% style="padding:0 6px;"|[#VWR-29349] Additional bones for rigging - Second Life Bug Tracker
    139 KB (17,538 words) - 15:46, 20 August 2012
  • ...acush. Racush proves Cthulu is feasible. But the lack of tail and tentacle rigging is a bummer.
    128 KB (16,150 words) - 13:39, 18 April 2011
  • |width=100% style="padding:0 6px;"|sounds like its an issue in the rigging weights, but could also potentially be a bug on our part. Could you file a
    130 KB (16,829 words) - 10:19, 2 May 2012
  • |width=100% style="padding:0 6px;"|will rigging be disabled till that's fixed at the release?
    137 KB (17,348 words) - 14:20, 6 June 2011
  • ...et back to Dahlia's question about morphs? Will those be supported just by rigging to the skeleton?
    50 KB (7,886 words) - 13:10, 15 September 2010
  • ...ing:0 6px;"|well for my particular case, it's usually about seeing how the rigging performs against the actual avatar.
    146 KB (18,934 words) - 13:02, 8 March 2012
  • ...x;"|me too please ;-) id like to know about tiny and non human avatar ,esh rigging... what is special... and where totake care and such ;-)
    171 KB (21,918 words) - 13:56, 13 June 2011
  • |width=100% style="padding:0 6px;"|Rigging is not as high as stability, Asha
    175 KB (22,566 words) - 16:38, 12 September 2011
  • ...100% style="padding:0 6px;"|Gaia Clary is working on an interface for easy rigging with this for Avastar.
    225 KB (28,294 words) - 14:15, 13 August 2012