
Mesh Avatar Creation for Second Life Part_01
this is the first if I am guessing 6 or seven tutorials about making a mesh character in maya suitable for use as an avatar for second Life. This is not a tutorial for beginners, but is more an intermediate tutorial, especially for those that can draw fairly well themselves. This first part is about creating reference images , or "plans" for a character, and then prepping the environment including the inclusion of a skeleton that comforms to the official specification for an SL avatar.
Any links references in the images, I will add to the descriptions so that you all can follow along. That being said I acknowledge that I am in the uncomfortable position of being a pioneer in making mesh objects for Sl and if someone has a smoother way to do it, specifically in maya, then by all means let me know as well so I can include that as well in a revision and in future tutorials.
This tutorial covers Maya, and Maya only, though users of 3D studio Max can follow along, and will probablyhave an easier time of it, since Max has the correct worldspace orientation, as well as a superior materials handler.
The Skeleton file used was obtained at the following link from the Second Life Blogs and can be downloaded and used in maya.
http://blogs.secondlife.com/servlet.....keleton.ma.zip
I hope you all find this useful.
--Scott
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Any links references in the images, I will add to the descriptions so that you all can follow along. That being said I acknowledge that I am in the uncomfortable position of being a pioneer in making mesh objects for Sl and if someone has a smoother way to do it, specifically in maya, then by all means let me know as well so I can include that as well in a revision and in future tutorials.
This tutorial covers Maya, and Maya only, though users of 3D studio Max can follow along, and will probablyhave an easier time of it, since Max has the correct worldspace orientation, as well as a superior materials handler.
The Skeleton file used was obtained at the following link from the Second Life Blogs and can be downloaded and used in maya.
http://blogs.secondlife.com/servlet.....keleton.ma.zip
I hope you all find this useful.
--Scott
<<< PREV | FIRST | NEXT >>>
Category Artwork (Digital) / Tutorials
Species Wolf
Size 79 x 1280px
File Size 1.8 MB
you should update this since we can adjust the bones joint positions to allow us to deform the bones to match our models. This was a feature we struggled hard for in closed beta so we would not have to make our models fit SL's basic setup like that. This works similar to how bvh hacks do on the current live grid just the mesh attachment sets the joint positions.
I have no attempted it with maya but for us blender users its simple. Its a matter of moving each joint where you need it and then doing all of your weights for the mesh. After you have it all set and you are at the export step just select both the mesh and bones so the collada exporter saves the joint data with the mesh.
In SL you just have to turn on skinned weights and joint positions in the import window and you should see the preview window adjust to display the new joint offsets.
In SL you just have to turn on skinned weights and joint positions in the import window and you should see the preview window adjust to display the new joint offsets.
Okay , sounds reasonable, I'll just have to see of the Maya Collada 4 Exporter supports that, if so, it's great, Really wanting additional Bones, if we don't get Morph targets. as it is, I'll have to cut the ears and jaw off the poor girl, and apply them as attachments, and she won't be able to blink. thank you very much.
Actually since this was just file set up, I may move the joints later inthe tutorial Either right at the beginning or woards the end. Whoud it be possible to move the ankle joint to the Hock? and then keep the toe at the mesh's toe's pivot point? I would rather like having a true digitigrade leg.
Well yes and no, what I am using is Autodesk Maya 2010, but it uses a free plugin called OpenCollada 1.4 which outputs the mesh to and SL useable format. I could make this les platform specific, but so far I have not, because there are specific individuals that asked for Maya assistance specifically. So it's Maya.
Aww thank you. Well it's not over yet, I still have to cove UV Mapping, skinning, texture painting in CS4-5 Extended, (and old school). and them making the higher level LOD's and then importation but that should be it. and I should have a male and Female Mesh ready Avatar soon.
Are there any questions that YOU have?
Are there any questions that YOU have?
Max can be used to make mesh, There is an exporter for it. However as to if a rigged mesh can be used, I am not sure yet. You would probablyhave to bring your research skills to bear on this. I know that Max has a lot more animation options than Maya does. SL, however is absolutely rigid on its importation, and the integrity of the skeleton file, so it may be harder than it looks.
Scott
Scott
hello just thought i tell you that the link that you have only takes you to the blog page,
so i had to look around for a little bit and found this.
https://community.secondlife.com/fo.....omment-1626988
so i had to look around for a little bit and found this.
https://community.secondlife.com/fo.....omment-1626988
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