Difference between revisions of "Mesh/Uploading and wearing a rigged mesh"

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[[File:MeshWalkthrough-Rigged_Mesh_Upload-Splash.png|300px]]
Rigged meshes allow you to represent your avatar skeleton as a mesh that conforms to your joints and motions.  This means that you can wear a rigged model that changes the length and orientation of your avatar's limbs and animates accordingly.  This tutorial explains the process of uploading and wearing a basic rigged mesh.


Rigged meshes allow for you to represent your avatar skeleton as a mesh that conforms to your joints and motions.  This walkthrough will cover the workflow for uploading a basic rigged mesh.
== Creating a rigged avatar ==


== Obtain a Second Life compatible rigged mesh file ==
Tutorials
The first step is to get a mesh file onto your computer that you want to upload to SL. SL's mesh import is able to read COLLADA (".dae") files.  You will need to use one that has joint rigging information.
* [http://www.youtube.com/watch?v=3JHWDdrIeD0 Creating a full avatar in Maya and rigging in Blender (video tutorial)]
* Click on this link -- http://download.cloud.secondlife.com/project-viewers/mesh/examples/simplebot.zip -- to download a zip file containing the "''simplebot.dae''" COLLADA file.
* [http://www.youtube.com/user/ashasekayi#grid/user/11D6E99BB51A2BB2 Making mesh clothes in Blender (video tutorial series)]
(This DAE file is not supported on 3Ds Max Studio, follow up with error crashes.)--[[Image:Nacon-tag.jpg]] '''[[User:Vincent_Nacon|₪]]''' 21:36, 15 October 2010 (UTC)
* [http://saeluan.com/tutorials/maya/rigging-mesh-in-maya/ How to rig a mesh in Maya (video tutorial)]


@Nacon: Try OpenCOLLADA instead of 3Ds Max's build-in version - http://www.opencollada.org/ - added by Maniac Choche on 16 October 2010
== Get a Second Life compatible rigged mesh file ==
 
The first step is to get a mesh file that you want to upload to Second Life. Second Life's mesh import is able to read COLLADA (".dae") files.  You will need to use one that has joint rigging information:
* Save the "''simplebot.dae''" file anywhere on your hard drive where you can find it subsequently.
# Download the zip file containing the <code>simplebot.dae</code> COLLADA file:
#: Blender 2.49: BROKEN LINK: http://download.cloud.secondlife.com/project-viewers/mesh/examples/simplebot.zip
#: Blender 2.49 Alternative: http://streaming.the-machinimatrix.com/pub/tutorials/meshes_1/avatar.blend
#: Blender 2.6: http://coadey.com/simplebot_blender26.zip
# Extract and save the <code>simplebot.dae</code> file anywhere on your hard drive where you can find it later.
{{KBwarning|Joint rigging is not supported with 3ds Max's default export, so if you're using 3ds Max you'll need the [http://www.opencollada.org/ OpenCOLLADA plug-in].}}


== Upload the mesh file to Second Life ==
== Upload the mesh file to Second Life ==
[[File:MeshWalkthrough-Import_Rigged_Model.png|300px|right|thumb|Rigged Mesh Import Model]]
[[File:Mesh_upload_model_simplebot_2.png|300px|right|thumb|Upload Model window]]
Next, take the file that you downloaded to your computer and upload it to SL. (Note that during beta, uploading is free!)
To upload the mesh file to Second Life:


* Open the main menu "''Build''" menu, choose "''Upload''", click "''Model...''".
# Select '''Build''' > '''Upload''' > '''Model...'''.
*: (Alternately, open your Inventory View, click the "''+''" menu button, "''Upload''" > "''Model...''").
#: Alternatively, open My Inventory, click the '''+''' button, and select '''Upload''' > '''Model...'''.
*: This will cause a file dialog box will open.
#: A file dialog box opens.
* Find and select the "''simplebot.dae''" file from your computer and select it.
# Find and select the <code>simplebot.dae</code> file from your computer.
*: The "''Import Model''" window will then appear.
#: The '''Upload Model''' window appears.
* Click the "''Generate LOD''" button at the top of this window.
# Enter a name for your model in the '''Name''' field.
*: The viewer will take a moment to process this, then the "''Upload button''" will become clickable.
# Select the '''Skin Weights''' checkbox.
* Check the "''Skin Weights''" checkbox.
#: The viewer takes a few seconds to process this.
*: The viewer will take a few seconds to process this.
# Select the '''Joint Positions''' checkbox.
* Check the "''Joint Positions''" checkbox.
#: Note: Attaching a rigged mesh with joint positions will override your avatar skeleton joint positions, and may make your arms/legs/back/neck longer/shorter, eyes pop out, etc.
*: Note: Attaching a rigged mesh with joint positions will override the avatar skeleton joint positions and may make your arms/legs/back/neck longer/shorter, eyes pop out, etc.
#: You can use the mouse to zoom in on the preview window or rotate the mesh.
[[File:MeshWalkthrough-Rigged_Animation_Preview.jpg|300px|right|thumb|Rigged Animation Preview]]
# Click the '''Upload''' button.
* Walk your avatar around or play a gesture.  Note that the model in the preview window will animate correspondingly.
#: Two new assets appear in your inventory: one in the '''Meshes''' folder, the other in the '''Objects''' folder.
*: You can also use the mouse to zoom in on the preview window or rotate the mesh.
#: For the simplebot object, these new assets are named '''Simple_Bot_001'''.
* Click the "''Upload''" button.
#: Note: For this tutorial, we only care about the asset in your '''Object''' folder.
*: You will see 2 new assets in your inventory:
*: One will appear in your inventory's top-level "''Meshes''" folder, the other in your top-level "''Objects''" folder.
*: These will appear as "''Simple_Bot_001''" for the simplebot object.
* We only care about the asset in your "''Object''" folder right now.


== Wear your rigged mesh ==
== Wear your rigged mesh ==
You can now wear the mesh that you imported and have it take over your avatar appearance.
To wear the rigged mesh you imported:
* Open your "''My Inventory->Current Outfit''" folder and manually detach any attachments that you don't want to have as part of your final appearance.  
# In My Inventory, open the '''Current Outfit''' folder and detach any attachments that you don't want to be part of your final appearance.  
* Right-click the new uploaded mesh object "''Simple_Bot_001''" in your Inventory and choose "''Wear''".
# Right-click the new mesh object '''Simple_Bot_001''' in your '''Objects''' folder and select '''Wear'''.
*: This will show the object attached to your right hand or some other arbitrary location; the actual location isn't important.
#: This attaches the mesh object to your right hand or some other arbitrary location; the location is not important.
* Open your "''Library->Body Parts->Alpha Masks''" folder.
# In My Inventory, open the '''Library > Body Parts > Alpha Masks''' folder.
* Right-click on the "''Invisible Avatar''" item and select "Wear".
# Right-click the '''Invisible Avatar''' item and select '''Wear'''.
*: Your avatar will appear as a thin white robot.
#: Your avatar appears as a thin white robot.
* Walk or animate your avatar and you will see the white mesh animates just as you avatar did.
# Walk or animate your avatar. The white mesh moves just as your avatar does.
* To remove the mesh, just detach it like any other attachment:
 
** Find "''Simple_Bot_001''" in your inventory, right-click on it, and select "''Detach From Yourself''".
To remove the mesh, detach it like any other attachment:
** Alternatively, open your "''Current Outfit Folder''" and detach "''Simple_Bot_001''" from there.
# In My Inventory, find '''Simple_Bot_001''' in the '''Objects''' folder or '''Current Look''' folder, right-click it, and select '''Detach From Yourself'''.
# In your '''Current Look''' folder, right-click '''Invisible Avatar''' and select '''Take Off'''.




Continue on to [[Mesh/Mesh_Walkthrough:_Decomposing_Physics|Decomposing mesh for physics shape]].
Continue on to '''[[Mesh/Decomposing a mesh for physics shape|Decomposing a mesh for physics shape]]'''.
[[Category:Mesh]]

Latest revision as of 11:58, 1 January 2013


Rigged meshes allow you to represent your avatar skeleton as a mesh that conforms to your joints and motions. This means that you can wear a rigged model that changes the length and orientation of your avatar's limbs and animates accordingly. This tutorial explains the process of uploading and wearing a basic rigged mesh.

Creating a rigged avatar

Tutorials

Get a Second Life compatible rigged mesh file

The first step is to get a mesh file that you want to upload to Second Life. Second Life's mesh import is able to read COLLADA (".dae") files. You will need to use one that has joint rigging information:

  1. Download the zip file containing the simplebot.dae COLLADA file:
    Blender 2.49: BROKEN LINK: http://download.cloud.secondlife.com/project-viewers/mesh/examples/simplebot.zip
    Blender 2.49 Alternative: http://streaming.the-machinimatrix.com/pub/tutorials/meshes_1/avatar.blend
    Blender 2.6: http://coadey.com/simplebot_blender26.zip
  2. Extract and save the simplebot.dae file anywhere on your hard drive where you can find it later.
KBwarning.png Warning: Joint rigging is not supported with 3ds Max's default export, so if you're using 3ds Max you'll need the OpenCOLLADA plug-in.

Upload the mesh file to Second Life

Upload Model window

To upload the mesh file to Second Life:

  1. Select Build > Upload > Model....
    Alternatively, open My Inventory, click the + button, and select Upload > Model....
    A file dialog box opens.
  2. Find and select the simplebot.dae file from your computer.
    The Upload Model window appears.
  3. Enter a name for your model in the Name field.
  4. Select the Skin Weights checkbox.
    The viewer takes a few seconds to process this.
  5. Select the Joint Positions checkbox.
    Note: Attaching a rigged mesh with joint positions will override your avatar skeleton joint positions, and may make your arms/legs/back/neck longer/shorter, eyes pop out, etc.
    You can use the mouse to zoom in on the preview window or rotate the mesh.
  6. Click the Upload button.
    Two new assets appear in your inventory: one in the Meshes folder, the other in the Objects folder.
    For the simplebot object, these new assets are named Simple_Bot_001.
    Note: For this tutorial, we only care about the asset in your Object folder.

Wear your rigged mesh

To wear the rigged mesh you imported:

  1. In My Inventory, open the Current Outfit folder and detach any attachments that you don't want to be part of your final appearance.
  2. Right-click the new mesh object Simple_Bot_001 in your Objects folder and select Wear.
    This attaches the mesh object to your right hand or some other arbitrary location; the location is not important.
  3. In My Inventory, open the Library > Body Parts > Alpha Masks folder.
  4. Right-click the Invisible Avatar item and select Wear.
    Your avatar appears as a thin white robot.
  5. Walk or animate your avatar. The white mesh moves just as your avatar does.

To remove the mesh, detach it like any other attachment:

  1. In My Inventory, find Simple_Bot_001 in the Objects folder or Current Look folder, right-click it, and select Detach From Yourself.
  2. In your Current Look folder, right-click Invisible Avatar and select Take Off.


Continue on to Decomposing a mesh for physics shape.