At least this time *something* gets imported into Second Life, albeit something out of a Cronenberg film. I thought the whole point of the provided JAS file was that it automatically did that rotation? What's the difference then from straight importing the joints and using the default positioning? Because that's what I used on my first boot mesh but it won't import either. When I import onto Aditi, the mesh is distored in the preview and utterly crazy when equipped (still saying attached to Right Hand). Before I export I delete the "simplebot" as well as the skin so all that's left in the file is the camera, the boot and the armature. I added in the OBJ meshes from SL, rigged them too. So, I've decided to recreate a boot mesh from scratch using the simplebot.jas from the Cheetah3D forum right from the start. When you import a mesh, does the imported mesh now use the coordinate system of the scene or is there some original coordinate system preserved and an intermediate rotation/scale matrix used to bridge the mesh with the new scene? It says it's attachd to the right hand, but on the side of my face like a Bluetooth headset and scaled into what looks like a snorkel of sorts. It will upload into Aditi, but it's COMPLETELY wrong. Right now, on my boot, I have a skeleton tag, dragged over mPelvis from the joints hierarchy and bound it. In the skeleton tag, the "base", or 0 item should be mPelvis (as I currently have it), or should it be avatar? The find/replace doesn't have avatar listed but.
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