Well the converter program was useless, and even after I removed the spine bones, which did fix the rigging thanks, the textures were still broken, and no matter what settings I tried, Maya refuses to export the UV maps with the DAE files or FBX files, a warning to anyone who dares to use Maya with other programs lol. The best method is to export using fbx, version 2011, and convert it to Collada using the free fbx converter software (2013.3 is the latest version) Not only it takes ages to complete an export, at least on my machine and my type of content, but it's unreliable. Are those joints still in the skeleton even though not weighted? I'd make sure they are no longer part of the skeleton reparenting mChest to mTorso and this latter to mPelvis.įor the UV map and your screens hot inworld, it seems that each bone has its own texture, but that most likely goes beyond the limit of 8 materials, so that may be a cause.Īs a final note, I wouldn't trust Maya Collada exporter. Maya is ridiculously unstable for a 'industry standard' program, crashing over the slightest things.įrom the look of things, it appears to me that you're not using the mSpine bento family of joints in your rig. So again I guess I'll just try it with Blender later. I don't know how you would upload just rigging anyways. I have seen some custom avatars that have a skeleton object worn with the avatar, but I don't understand why I would need that since the base skeleton hasn't been significantly altered other than moving joint positions to match the exact points of rotation. I haven't deleted any bones, and I tried mapping the spine and ribs to different joints to no effect on the 'missing' joint. I'm not sure if this would cause any issues or not. I mapped the influences so that only one joint applies to each skeleton bone object, as there's no need for mesh deformation when animating a skeleton. The only nodes in the attribute editor for each LOD of the model only has the mesh and materials so I'm certain there's nothing left in the history. ![]() So while I'm certain the UV map has only one set now, textures still don't map correctly when uploaded to SL. Thanks for the suggestions, all the bone objects were originally grouped together and exported, so the UV mapping might be an issue, but even after combining all the bones in one mesh with one UV map, copying all the weights over, deleting history, removing influences, limiting influences and so on, none of these had any effect on the upload model except for reducing upload cost and complexity because of the combined mesh. ![]() Also make sure to turn on the maintain max influences checkbox. ![]() This latter can be set in the skincluster node (needing a re-check of all weights) or upon binding in the options windows. In this case, copy the uv from the additional set over to map1 and delete non deformer history.Ībout the weights, that behavior may happen if you don't run skin, edit influences, remove unused influences and / or if you don't limit influences to 4 vertices per joint. Then it may be that you have multiple UV sets, and only the first one, map1, is taken in consideration by the uploader.
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