![]() ![]() That's how creators make mesh avatars with far more than 8 materials so they have lots of tiny panels that can be turned invisible so the body doesn't clip through poorly-fitting clothing. If you go over the triangle limit, SL creates another material for the overflow if there's room.īut you can have up to 256 objects in a "linkset", which is SL's name for a group of 2 or more mesh/prim objects that's attached and removed as one. Max 8 materials per object and 21,844 triangles per material. A skeleton is available directly from LL as well, but I couldn't find one that has been updated after new bones were added (the new bones are called "bento" bones and add extra movement to fingers, tail and face)Īvastar (a 50USD blender plugin) is only neccessary if you want to make rigged mesh that is compatible with dev kits made with that plugin, or need precise visualization of how SL's shape sliders will affect your mesh. " avatar workbench" is a available form the people who make avastar and includes the correct skeleton with correct naming conventions. Also every vertex of your mesh can only be weighted to 4 separate bones, after that, it's just making sure your 3d program (blender) has the correct export options set. ) of the skeleton SL uses for its body and bones must be named identically. The only "requirement" for making a rigged thing (for example a body) work in SL is that the skeleton needs to be the same (or a subset? I've forgotten details, I vaguely remember there being a restriction on the number of different bones you could use.
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