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Second life bento skeleton for 3ds max
Second life bento skeleton for 3ds max













second life bento skeleton for 3ds max
  1. #Second life bento skeleton for 3ds max for free
  2. #Second life bento skeleton for 3ds max skin

to get ready for vertex weighting but make sure it’s working in the UV map.More sculpting to the feet, better definition to the arch and foot upper, move ankles forward.I ended up making a major change to the toenail UV mapping, to hide the now unneeded shading that most legacy skins have.Minor changes to Shin’s topography mesh at finger and toenails to match to the UV map.changing the shoulder seam and shoulder to arm seam meant changing UV vert placement all the way to the fingers.Rematch all of the seams – fixing errors from the previous version and redesigning the shoulder layout.Changed the placement of the seams at the shoulder.A lot of this work was already done for Roth2v1. We’re matching Shin’s mesh, which he modeled in Z-Brush, to the legacy SL avatar UV map island layout, so users can use their old skins inworld and we can use “Bakes on Mesh”. Halve the model and add a mirror modifier.In edit mode, select all and remove seams.

second life bento skeleton for 3ds max

  • select a vert, manually set the location to x=0, select the center loop, hotkey g x 0.
  • second life bento skeleton for 3ds max

    Check that all the verts in the center loop are at x=0.I had them in my stash from 2006, but you can get them at Outworldz or the GitHub repo.

    #Second life bento skeleton for 3ds max skin

  • I also brought in a basic legacy skin, modifying the male Eloh Eliot skin with Starlight shading for fingers and toes, to have something reasonably standard to match fingernails, toenails and nipple placement.
  • Find or import the Robin Wood templates (used by permission).
  • you can see them in the blend file – easier than trying to describe it.
  • Set up three new materials (they’ll be subdivided further, later, for the HUD) – head, upper body, lower body.
  • In response to forum feedback – Sculpt tools to make the butt a little smaller, higher and flatter.
  • I’ll be working on this model in one piece, head to toe.
  • Join the pieces, remove duplicate verts, and fix lumps at the seams.
  • Make sure the UV maps for each piece have the same name.
  • without disturbing the UV islands – a lot of compromises there.
  • Retopologize the system head, make better loops and quads so it will weight better to the Bento bones.
  • Delete materials – Blender 2.8x has better material creation.
  • Delete the old armatures (use Blender or Orphan view in Outliner to get it all).
  • Unparent the mesh from the old armatures.
  • Append objects from osRoth2_CurrentRelease_Source_RC#1.blend – lower and upper body, feet, hands, and Bento head from male_2016_08_05Rebuilt.blend.
  • It’s not a detailed list nor a tutorial – if you’re new to this kind of project you might find it useful if you’re willing to do a lot of looking things up and taking tutorials. I uploaded seven drafts altogether, waited for feedback after each one to figure out things I’d gotten wrong. In the approximate order I followed, or I wish I had followed. This blog is my notes – an outline of the workflow.

    #Second life bento skeleton for 3ds max for free

    The blend files and dae exports are available for free at the GitHub repo. Roth has had only one release candidate so far in Blender 2.79, so I started working on him again last year, converting to what is now Blender 2.82.7 or whatever the most recent stable release. The current active forum is at Discord, more comments are at the GitHub repo. To do this work I used armatures from the viewer xml files found at Linden Lab viewer releases which I replicated in Blender to use for vertex weighting, and the Avastar plugin for dae exporting. The UV maps are based on Linden Lab’s default avatar UV map island layout. The mesh and vertex weights are licensed under AGPL, which means that you can do whatever you like with them, but if you distribute them you must include a link back to the source GitHub repository, and if you make modifications and distribute them, you must donate your modifications back to the GitHub repository. The Ruth and Roth mesh were originally modeled by Shin Ingen using ZBrush. There have been many volunteer collaborators since. It is a teaching project, begun in 2018 by Shin Ingen. RuthAndRoth is an opensimulator community collaboration, to bring free open source mesh bodes to opensimulator grids.















    Second life bento skeleton for 3ds max