Difference between revisions of "Mesh/Rigging Fitted Mesh"
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===Download links=== | ===Download links=== | ||
[http:// | [http://lecs-opensource.secondlife.com/fittedmesh/SecondLifeAvatarSkeleton.zip Second Life Skeletons] | ||
Includes | (Last updated April 15, 2014) | ||
Includes the male and female models in the following formats: | |||
.ma | |||
.fbx | |||
.blend | |||
.dae | |||
Note that the .blend files require a Blender version >=2.70) | |||
</div> | </div> | ||
===What is Fitted Mesh?=== | ===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 [ | 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/Basics|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. | 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. | ||
{{KBtip|For the best results and to avoid unsightly clipping, you should use [http://nicolaescher.com/tutorials/alpha-channel-primer alpha masks] to hide areas covered by mesh on your avatar.}} | {{KBtip|For the best results and to avoid unsightly clipping, you should use [http://nicolaescher.com/tutorials/alpha-channel-primer alpha masks] to hide areas covered by mesh on your avatar.}} | ||
{{KBnote| | {{KBnote|Fitted Mesh requires either the official viewer at least version 3.7.0.286015, or a third party viewer that has incorporated that version.}} | ||
===Collision bones=== | ===Collision bones=== | ||
====List of original collision bones:==== | ====List of original collision bones:==== | ||
* PELVIS | * PELVIS | ||
* BELLY | * BELLY * | ||
* CHEST | * CHEST | ||
* NECK | * NECK | ||
Line 57: | Line 51: | ||
* LEFT_HANDLE | * LEFT_HANDLE | ||
* RIGHT_HANDLE | * RIGHT_HANDLE | ||
* LOWER_BACK | |||
* UPPER_BACK | |||
{{KBnote|BUTT, LEFT_PEC, and RIGHT_PEC are affected by [http://community.secondlife.com/t5/English-Knowledge-Base/Controlling-your-avatar-s-appearance/ta-p/700709#Section_.3 avatar physics].}} | {{KBnote|BELLY, BUTT, LEFT_PEC, and RIGHT_PEC are affected by [http://community.secondlife.com/t5/English-Knowledge-Base/Controlling-your-avatar-s-appearance/ta-p/700709#Section_.3 avatar physics].<br/><br/>"HANDLE bones have been left in the avatar_skeleton.xml file to support those that may want to use them but removed from the Maya/FBX skeleton files since they are redundant." [https://jira.secondlife.com/browse/FITMESH-2?focusedCommentId{{=}}410728#comment-410728]}} | ||
===Rigging using the Fitted Mesh technique=== | ===Rigging using the Fitted Mesh technique=== | ||
# Download one of the [[#Download_links|skeleton files]]. | # Download one of the [[#Download_links|skeleton files]]. | ||
# Follow one of the many tutorials for rigging avatars in your modeling program of choice. | # Follow one of the many tutorials for rigging avatars in your modeling program of choice. (Where?) | ||
#* Links to video tutorials on rigging mesh avatars in Maya and Blender can be found in [ | #* Links to video tutorials on rigging mesh avatars in Maya and Blender can be found in [[Mesh/Uploading and wearing a rigged mesh|Uploading and wearing a rigged mesh]]. | ||
# Export your new rigged mesh from your modeling program of choice: | # Export your new rigged mesh from your modeling program of choice: | ||
#* [ | #* [[Mesh/Exporting a mesh from Blender|Exporting a mesh from Blender]] | ||
#* [ | #* [[Mesh/Exporting a mesh from 3ds Max|Exporting a mesh from 3DS Max]] | ||
#* [ | #* [[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 [ | # Import the rigged mesh to Second Life and wear the model, as described in [[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. | ||
===Additional resources=== | ===Additional resources=== | ||
* [ | * [[Mesh/Exporting a mesh from Blender|Exporting a mesh from Blender]] | ||
* [ | * [[Mesh/Exporting a mesh from 3ds Max|Exporting a mesh from 3DS Max]] | ||
* [ | * [[Mesh/Exporting a mesh from Maya|Exporting a mesh from Maya]] | ||
* [ | * [[Mesh/Uploading and wearing a rigged mesh|Uploading and wearing a rigged mesh]] | ||
* [http://community.secondlife.com/t5/Mesh/Ways-to-fix-a-problematic-Avatar-Rig/td-p/1947773 Ways to fix a problematic Avatar Rig] | * [http://community.secondlife.com/t5/Mesh/Ways-to-fix-a-problematic-Avatar-Rig/td-p/1947773 Ways to fix a problematic Avatar Rig] | ||
* [ | * [[Clothing Tutorials]] | ||
* [http://community.secondlife.com/t5/English-Knowledge-Base/Controlling-your-avatar-s-appearance/ta-p/700709 Controlling your avatar's appearance] | * [http://community.secondlife.com/t5/English-Knowledge-Base/Controlling-your-avatar-s-appearance/ta-p/700709 Controlling your avatar's appearance] | ||
* [[Appearance Editor and affected bones]] |
Latest revision as of 13:16, 6 July 2017
Download links
(Last updated April 15, 2014) Includes the male and female models in the following formats:
.ma .fbx .blend .dae
Note that the .blend files require a Blender version >=2.70)
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.
Tip: For the best results and to avoid unsightly clipping, you should use alpha masks to hide areas covered by mesh on your avatar. |
Note: Fitted Mesh requires either the official viewer at least version 3.7.0.286015, or a third party viewer that has incorporated that version. |
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
Note: BELLY, BUTT, LEFT_PEC, and RIGHT_PEC are affected by avatar physics. "HANDLE bones have been left in the avatar_skeleton.xml file to support those that may want to use them but removed from the Maya/FBX skeleton files since they are redundant." [1] |
Rigging using the Fitted Mesh technique
- Download one of the skeleton files.
- Follow one of the many tutorials for rigging avatars in your modeling program of choice. (Where?)
- Links to video tutorials on rigging mesh avatars in Maya and Blender can be found in Uploading and wearing a rigged mesh.
- Export your new rigged mesh from your modeling program of choice:
- Import the rigged mesh to Second Life and wear the model, as described in Uploading and wearing a rigged mesh.
- 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.