What Is the Largest Texture to Upload From Blender to Second Life ?
Okay So.. The goal of this grade/Tutorial is give y'all a improve understanding of Mesh in 2d life and permit y'all to quickly Rig and even create Mesh for second life.
I'll be using a number of programs to get the desired result, and I'm pretty sure most of what I'thou doing tin exist done in simply 1 plan, simply this is the simply way I know how to do it and information technology seems to exist working for me and then far >_>.
If you lot're an advanced User/ you already know blender/ You desire to be a hateful face and non read all the hard work I typed out. Experience complimentary to skip down to the lesser of the to the SPEEDCLASS
Section where all the steps are broken down into direct, non explained steps.
All of the programs I use will exist included in this convenient package:
[To see links delight register hither]
Now some of these programs and plugins I use are out of appointment, but they're just beingness used to teach yous the nuts. if y'all wan to upgrade later on you lot're more than welcome to practise so.
Okay! Now that we have everything established lets kickoff from the beginning and install the programs.
These are the programs I'm going to exist using during this tutorial and this is what they are used for. So you can choose which one you want to install. Although I would suggest installing all of them.
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Blender-two.70 - Our general work environment
Avastar_1_1_1045- The secondlife rigging plugins that make life then much easier
Zbrush4R6- For easy topology changing
Marvelous Designer 2- Like shooting fish in a barrel Dress making in SL
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Pace-1: Working Blender
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Congrats you installed blender and the Avastar plug-in properly!
Let's use them.
Open Blender and delete the default cube by clicking on it and pressing "X" and selecting delete or just press the delete fundamental.
We now have a make clean slate to piece of work on.
We accept two things that we can do from here. Employ the default SL shape or your Custom shape.
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Using the Default shape
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Adding the default SL shape to the workspace is easy
i. Press SHIFT+A Which will bring up the Add Card
2. From the Add carte select AVASTAR
if you lot don't see AVASTAR so you installed the plug-in wrong.
3. If you want a MALE shape,
A: Right click on the Avastar bones( The loops) anyone volition practise-
Become to the side tool panel and select the Object tab.
B: (The orange Cube icon inbetween the World icon and the chain icon)
C: Scan down until you encounter the box that says " MALE"
Check that box and your avastar volition become Male.
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Calculation your custom shape
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Adding your Custom shape( Your shape) takes a little more piece of work.
You'll need to export your Shape's XML from 2d life and import it in to blender.
If yous plan on doing custom items for yourself or a client this is a key skill to know SO REMEMBER Information technology!
Then here is how you lot get your XML
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Exporting your shape XML
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V1 style viewers: Singularity is recommended
Printing Ctrl+Alt+D to activate the Accelerate bill of fare.
From the accelerate menu
Graphic symbol>Graphic symbol tests> Appearance to Xml
Save your XMl to your desktop for piece of cake access.
Y'all'll get an fault but don't worry about information technology, your file extracted properly.
V2.
New viewers v2.10
Menu - Advanced - Enable Develop Menu
Card - Develop - Avatar - Character Test - Appearance to XML
for Win7 - SL need to be Run as Admin
Get from the game SL folder [your path]/SecondLifeViewer2/character/new_archetype.xml
Rename new_archetype.xml
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Importing your XML into Blender
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Dorsum into Blender select
File> Import>Shape every bit Avastar.
Navigate to the XMl yous exported and select it.
And at present your avatar is imported into blender.
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Okay so we accept a 2nd life avatar imported into the workspace.
Now we can dig in and get our easily muddy with Rigging.
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Step-2: Permit'due south go Rigging!
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Whichever path you took, nosotros now have a Second life avatar in Blender.
There are Multiple ways of rigging mesh depending on what you're rigging.
For example the mode yous would rig a Mesh avatar in a Y pose and a mesh skirt is totally different.
Non only that but in that location are two types of Rigging. Archetype rigging( Rigging with normal morphs)and Fitted Rigging.( Rigging with extended morphs)
So I'chiliad gonna testify yous those methods.
Okay!.
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Rigging Apparel
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So I'1000 going to exist using a woman shape for this but you can still utilise it for the male shape.
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Step 3- Importing your dress
Any type of 3D mesh tin be imported into Blender for Sl rigging equally long as it is exported as Dae at the end.
The nigh popular formats used though are .DAE and .OBJ
So let'south focus on those.
A- Creating Layers:
Okay earlier we import the apparel,we're going to need to create a new layer, although this isn't Required I recommend putting things on different layers for the sake of organizing and easy choice, you'll see what I mean later on.
B- Agreement layers : At the bottom of the screen y'all'll see a bunch of little boxes. These boxes are LAYERS.
If the box is empty so there is nothing on that layer.
If the box has a dot then that layer has something on it. Orange dots are active layers, Property shift allows y'all to select/Actuate multiple layers at one time.
C- Using Layers: Now that you lot know what Layers are let use them. Select the second box, The Avastar will get abroad but don't panic it'due south still there, just not activated.
D- On this new layer nosotros can import the wear
If you have a .DAE select File>Import>Collada ( Default) (.dae) and select your mesh habiliment.
If you lot have .OBJ so select File>Import>Wavefront(.obj) and select your mesh.
And there you go your Mesh wear is imported into Blender.
Lets move on to rigging it.
E- I'm going to be rigging this Uniform style skirt. you lot can download information technology hither to follow along:
[To see links please register here]
Okay, concur downwardly shift and select the first layer the Avastar volition come back
Select the skirt and and move it to the Avatar.
These are the controls
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Select/deselect all= A
Rotate=
R- On Axis rotate
R twice (RR) Orbit/Free Rotate
Press R then X, Y, Or Z will rotate on the desired axis
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Information technology should wait like this, if you have a hard time lining it up feel free to use the locations thingie in the light-green box.
F- At present that the skit is lined up we're going to rig information technology to the Avastar/Sl skeleton.
(Make sure you're in Object mode)
Correct click on the skirt> Concur down the SHIFT key and select the Avastar bones( the loops)
The Avastar tab will open up and so select it and roll down until you lot encounter "SKINNNG"
Cheque the following boxes
Clear Weights
Interpolate
Shape Sliders
Then press the ASSIGN ARMATURE button
And that'due south it the skirt is rigged to the armature.
but look at how ugly the skirt is when you move the leg.
This is considering of the weight painting of the brim, and that is what We're going to swoop into next.
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Weight painting
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Notes:
And so as you saw the skirt was really ugly when yous moved leg effectually, this is because of the style the brim is weight painted. What IS weight painting?
information technology;s what gives control to the bone. Technically it'southward bone heat, and what you are painting is the bone's control over the mesh.
Recollect of information technology as infrared painting the hotter ( red/ Closer to 1.000 weight) the bone is the more control information technology has over the mesh and the Colder the bone is ( Blue/ Closer to 0.000) the less control the os has over the mesh.
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So basically what you'll exist doing in weight painting is using the weight brushes in the Tools console to accomplish the perfect balance of Hot and Cold until the mesh moves properly with the joints. Which is why people will often say " Weight painting is an art, that yous need to practise"
But Nosotros don't really take time for that.
Once you know the bones I tin show you a neat shortcut that'll salvage you lot a great deal of fourth dimension, frustration, and hair.
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Transfer Weights
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Blender has a wonderful feature where you tin transfer the weights from ane object and put it into another!
So with that said we are going to take the mesh weighting from a skirt in the template folder and transfer information technology to our Uniform skirt.
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Directions: Start in Object Mode
1. Go to a new layer, Allow'southward use the 3rd layer.
two. Import the skirt template, Nosotros're going to use the "FemAvg_RegularSkirt_Relaxed" Template, then File>Import>Dae>FemAvg_RegularSkirt_Relaxed.dae
3.Now the file will import but it volition be pocket-sized. DON'T PANIC.
4. Press the A key and select all.
5. Printing the S Central and scale the skirt and bones together until it becomes big enough for you to see.
6. In one case the template is large enough for yous to see, hold down the SHIFT key and select the first layer.( The layer with the avastar)
seven. Press the South primal again and scale the skirt and the basic to the avastar basic. effort to go them to match as closely equally you lot can.
viii. When the bones and template are matched upwards with the Avastar bones, printing the A Fundamental ( possibly twice ) and deselect everything.
ix. Right click on the Template(E'er select the source beginning), concord down the SHIFT key then select the Uniform skirt.
10. With both items selected switch over to WEIGHT Paint MODE
11. Wait at the TOOLS tab of Weight paint mode, scroll down until you see the TRANSFER WEIGHTS
Button and click information technology.
12. Look for the Transfer to complete.
At that place you go!
Your mesh is rigged with some of the best weights around,At that place may be some errors just, they shouldn't be besides bad and if so just play with the heat until it looks right.
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UV mapping/ Textures
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Before we export the brim out we're going to need to become a texture for information technology in earth. So permit'due south create a basic shade map that we can exist used every bit a template or just to make things wait pretty with it's shading and depth.
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Since we're working with a brim that is already Unwrapped lets focus on using items that are already unwrapped, if yous downloaded clothes from the archives most cases they're already unwrapped.I'll evidence yous how to unwrap in another tutorial.
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Creating an Ambient Occlusion broiled texture map
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An Ao baked map is what nosotros used to telephone call back in the sculpty days as a baked Map or a shadow map. It'due south what gave sculpties those depth and shaded wait that could exist tinted or used to give textures that extra Omph. So we're going to use it on mesh as a easy blank texture.
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Directions: Outset in Object fashion
one.Bring your mouse to the top right of the screen, when the arrow changes into a minor "+" sign click and drag the + to the left opening a new window.
2. In the new Window, Mode drib carte( the pocket-size drop carte du jour on the far right of the window) and switch to UV/image editor mode.
3. Go dorsum to the 3d view window and click on the skirt.
four. Press the TAB Central this will switch over from OBJECT MODE to EDIT Fashion
5. Press the A key and select all the verts of the Skirt.( the whole affair will glow Yellow and a wire frame of the unwrapped uv map will show up in the other window.
6. In the bottom of the UV window press the NEW button, A naming and dimensions window volition pop up. Name the texture " Skirtbake" and the dimensions fix them to 1024x1024. Striking enter and a new texture volition be created. Time to prepare the AO
7. Click on the small World icon on the Right console, scroll down until y'all see
"Ambient Occlusion" and cheque the box adjacent to information technology.
8. Scroll downwards some more than and you'll see the Gather sample. Past default it volition be at 5 but with a Gather of 5 your bake map will take a grainy texture to information technology and then change the number to 20.
9. Now switch over to render mode past pressing the picayune camera icon
10. Roll down until y'all see Bake, click on the triangle opening up the panel.
11. In the panel you'll see "Broil mode" Switch it to "Ambience Occlusion" and check the "Normalized box
12. Press the Bake Push and watch the texture bake.
-Side note--
There was en fault with this skirt that caused it to broil twice then it came out really night.
In most cases when you become a bake that comes out dark y'all can only add an boosted lamp
(Pressing Shift+A> lamp> and then pick which one you similar) and that would be fine, simply in this case it didn't work out like that so I simply pressed the fiddling X push button adjacent to the progress bar and stopped the bake once it finished the first round, and that gave me the texture you see hither.
[To run into links please annals hither]
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Assigning a texture
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1. Navigate over to the material tab (The pocket-sized marble icon)
2.Printing the NEW button and create a new Material and name it Skirt
three. Click the Texture tab( The small checkerboard icon) and printing the NEW button
four.The new texture options will open and you'll meet Blazon and a drop bill of fare with clouds selected as default. Click on information technology and change CLOUDS to Image OR MOVIE
v.Click on the small picture icon side by side to NEW and select Skirt bake from the menu.
half dozen. Scroll downward until you lot see a drop menu that says Generated, change it to UV.
And that'southward pretty much it, Now if you wanna modify the texture.. Lets say from this dark bake to the lighter texture I gave here is how you do that.
-Changing the texture-
i. In object mode click on the skirt again and then switch over to EDIT mode
two.Press A and select all, again it should glow yellow and the wire frame of the Uv volition bear witness upwards again in the texture menu.
three.In the texture window you lot're going to select Paradigm> Open Image> then select the brighter bake map I linked.
four. And just like the the new texture will supercede the old,
You tin can become dorsum to the Materials and texture tab and change the new texture for good mensurate, simply for the nearly part yous're done with textures.
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Exporting!
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Okay let's export the brim and take it in earth
Get-go in object mode
one. Right click on the uniform brim
2. Click on Avastar tab and scroll downwardly until you lot see Collada
3. In the Collada department y'all'll encounter a bunch of boxes check
-Utilise Armature Calibration
-Apply Rotation & Scale
-Weld Edge Normals
-Bone fix problems
4. Printing the Collada(avastar) (.dae) Button and export the mesh to your desktop.
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Uploading in world!
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Okay we're virtually done!, I can't stress this enough, when testing new mesh, BetaGrid Betagrid BETAGRID!
Test your stuff on the betagrid unless you're unless you lot know y'all're rich and don't intendance well-nigh saving coin. Then in that case heed donating some Ls our way? XD Okay serious stuff at present.
-Betagrid-
In order to upload mesh you lot need to take the Ip test and have payment info on file. At that place are two IP Tests yous'll need to accept 1 for the master grid and one for the betagrid.
Main Grid:
[To encounter links please register here]
Beta Grid:
[To see links please annals hither]
?
It's the same examination and the answers can be found here:
[To run across links delight register here]
-Uploading Mesh in world-
1. Open up your viewer and sign into the betagrid, this is a pretty good Sandbox that'due south usually up ( the betagrid tends to crash every now and and then) secondlife://secondlife_beta/secondlife/Mesh%20Sandbox%2022/227/67/23
2. In one case logged in get to File> Upload mesh> and information technology'll bring up the Mesh importer so a file select. Select our uniform Brim.
iii. The skirt will load up in the preview window on the side.
and you lot'll encounter three panels
Level of Detail- Physics- Upload options.
For apparel nosotros are going to skip the Physics window all together and focus on the LOD and Upload options tabs.
4. Shuffle over to the Upload options Tab and check
Include Skin Weight
Include Textures( Optional)
v. Now to the Level of Item tab, Where it says Lowest and Low modify the number( whatever it may be to 0
This will lower not only the impact of the mesh simply the upload cost.
6. Press the Calculate Weights& Fees push button and await for information technology to finish generating.
7. Once it's finished Generating the fee printing the upload button and wait for information technology to upload.
8. HUZZZAh Yous did it the mesh is now uploaded in earth, only don't get excited yous yet accept to article of clothing information technology!
ix. Wear the mesh and await for it to snap into the proper position.
When it does open up a walk blitheness or and run across if whatever errors show up, If so select the area and mess with the weight painting until the error is cleared upward. If it's something minor like skin popping out you can just cover that upwardly with an Alpha map.
10. If the skirt meets your stands of pigment, add the texture and bask.
...
Ending
And then What'cha call up? pretty like shooting fish in a barrel huh?
Yous learned the basics of classic Rigging and Weight painting. Non just that but Texture Assigning, AO baking in a few minutes. I'm so proud, but this only the commencement! Nosotros withal have to go over Fitted Rigging and Rigging Mesh Avatars and whatever junk I remember during these classes.
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So you don't want to read through the whole class and just want the directly basic of the tutorial and so this speed class is for you, It's the bare basic and doesn't explain anything, so use but if yous already know Blender and some of the blender slang XD.
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-Speed Class-
*Inhales*
1. Delete the starting cube
ii. Press Shift+A, and so select Add AVASTAR/ Or File>Import>Shape as Avastar(Xml)
iii.Create new layer/ motility to layer 2
4. Import Tutorial Brim-https://mega.co.nz/#!BIkjWBoB!dIYmMQ3v9bbp53YYraWzLSxJrnf_XCUVw63BY9EF8pU
5. Hold shift and select the Starting time layer
6. Adapt the brim to the Avastar
7. In Object mode click on the brim, so concord shift and then click on the Avastar basic.
8. Go over to the Avastar tab scroll down to skinning and cheque the Articulate Weights, Interpolate, Shape Sliders boxes then printing Assign Armature.
9. Create a new Layer/ Move to Layer three
10. Import the template skirt FemAvg_RegularSkirt_Relaxed.dae
eleven. Press Due south and scale the skirt and bones up to a manageable size.
12. Hold shift and activate the First layer and Third layer.
13. Press Southward once again and Calibration the template bones to the Avastar basic. Move and scale the template as close as yous can to the avastar bones.
14. Concord shift and actuate the second layer( the compatible skirt)
15. Click on the Template skirt, concur shift then click on the uniform brim.
16. Switch over to weight paint way and in the weight paint tools Select TRANSFER WEIGHTS.
17. Deactivate the 3rd layer
18. Create a new window and turn that window into a UV/image editor window.
19. Click on the skirt.
20. Enter Edit mode and press A
21. Press the New push button in the Uv window
20. Go to the World Tab and select Ambiant occlusion and plow Sampling to 20
21. Get to the Rendering tab and open up the bake options
22. Modify Full Return to Ambient Occlusion and check the Normalized Box.
23. Press the Broil button
24. Get to the Cloth tab and press the New push button
25.go to the Texture Tab and printing New
26. Change Clouds to Prototype or pic
27. gyre down to Image and select the new texture we only baked.
28. Leave edit mode and go into Object mode, Click on the Skirt mesh.
29. Become to the Avastar panel roll down to the advanced department and cheque
Use armature scale
Apply Rotation &scale
Weld edge Normals
Os issues fix
xxx. Press The Collada(Avastar) (.dae) push and export.
31. Import the skirt in world
32. In the LOD tab set everyman and Low to 0
33. In the upload options Check the Skin weight box
34. Press the calculate fees button then upload.
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Bonus video-
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And that's pretty much it until the next class hope to see ya in that location ^_^
Source: https://secondlifecopybot.com/Thread-Class-Rigging-Clothes-in-Blender-Long-post-Fast-Results
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