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No my friend, it is as easy as normal mesh, except that you have to run the xlm through MeshesSL afterwards.
And here is an MP link to a free Bento facial expression HUD complete with blinks. as an example

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I think Zero's mesh hair extraction tutorial is a little bit basic.  It would be great if you could do a step-by-step tutorial with screenshoots in how to go about extracting the HUD.  I can find some sketchy descriptions here and there, but they are pretty advanced.  Thanks! ^^
(08-27-2020, 11:02 AM)chocoshake Wrote:

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I think Zero's mesh hair extraction tutorial is a little bit basic.  It would be great if you could do a step-by-step tutorial with screenshoots in how to go about extracting the HUD.  I can find some sketchy descriptions here and there, but they are pretty advanced.  Thanks! ^^

I cant remember the tutorial very well Choco, but if memory serves me correctly, it was about removing the demo parts of the hair and using the original HUD you get with the demo on the newly uploaded hair minus the demo faces.
The fuck? if that tutorial:

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Was broken down any more I'd be doing it for you.
Hehe, so honoured to have Zero joining us.  I'm one of your biggest youtube fan.  No I was talking about the youtube video: 

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I might have misunderstood D0gstar saying that HUDs can be copied with meshesSL.  
The 3in1 tutorial by Drebin, is still a bit too complicated for me to understand, I hope to follow it after a few more Blender and Avastar tutorials.
Hi all.  I don't know how someone continue to say that create something bento. I mean that MeshesSL use old Avastar Skeletor 

In DAE generate:

<contributor>
   <author>Avastar User</author>
   <authoring_tool>Avastar 1-4-3 on Blender 2.74 (sub 0)</authoring_tool>
</contributor>

Also when import in Blender with all fix there isn't Bento Skeletor so where is the bento?
I other heands how calculate weight from XML export MeshesSL? there is notthing. I think there is something standard or calculate and not real weight.

Other problem:

1. Export XML Slink Body BOM (Latest version)
2. Generate Rig DEA with MeshesSL (Version 1.6.0.39 the only work) with Unique material for each face enable (Without this lost some material face)
3. There is problem with material so I must to import to Blender
4. Import DAE in blender 2.83.5 with enable

   Import Unit
   Fix Left Bones
   Fix Bone Chains
   Auto Correct
   Keep Bind Info

5. Problem:
   
  Skeleton not so well allign
  Skeleton not Bento. It is standard Skeleton
  Olso there is problem in texture material not correct as DAE export. Meybe UVMap or i don't kno. The texture not work as original.
@Chocoshake - I don't think I mentioned anything about ripping the HUD. I said you can use the ORIGINAL hud you get with the demo hair. However you can rip the HUD but it will just be a mesh block with no scripts.
Also that tutorial of mine you're using is ooolllllddddd Please use this one instead :

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@Fantasy.
I just got the SLINK demo. Ripped it with Hydrastorm/ Meshes 42.

Logged into SL. changed debug settings as per Choo's post 

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Advanced > Debug Settings > 'ImportedLegacyMatching" - Set True (Avoids the Materials nopt a subset error)
Imported Body.
Unlinked and deleted Demo sign.
[Image: 1598617122_v9FwtEOiEpPupK8.PNG]



Bento working!
Mmmm Ok.
First i must use MeshesSL 1.6.0.39 the latest not work i don't know how you work.
Second with enable ImporterLegacyMeches TRUE
- I don't import in Blender
- Material end UVMap now work as aspected correct

For the last part of Bento and  Weight i have a lot of dubbs it is correct ok import and seems to work but:
- How generate this weight? (in XML i don't see nothing of this)
- The skeleton seeams in a old version no Bento as can see on DAE or import in Blender. Maybe there is conversion on import i don't know but this     is no so clear this
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