![3ds max 2010 second life mesh tutorials 3ds max 2010 second life mesh tutorials](https://img.wonderhowto.com/img/43/30/63475382280744/0/work-with-multi-sub-materials-autodesk-3ds-max-2010.w1456.jpg)
- #3ds max 2010 second life mesh tutorials how to#
- #3ds max 2010 second life mesh tutorials skin#
- #3ds max 2010 second life mesh tutorials full#
Unlink all bones (the ones we made out of boxes/dummies). Now, when you want rig your cuadruped you need to do the following. Now you just need start linking them together in the same hierarchy than the default SL skeleton. So go to the edit bone panel and check the box "bone" so that mesh or dummy acts now as a bone. Now do copies of the box/dummy, align with the rest of bones (you shouldnt need rotate them anymore since they are copies) and rename all of them to get the same name of the joint that is aligned with.Īfter all this, you should save your "skeleton" made of boxes/dummies for later usage so you dont need to remake it everytim.Īnyways, it still being boxes or dummies, not bones. Then rotate the box/dummy -90 on its Y axis so we get our rotation. Select that box/dummy, use the align tool and align with mpelvis bone (just the position). This will be our joint, so dont make it too big and either too small so you can select them correctly later. Now make for example a box or a dummy if you want. Dont change anything, just make the skeleton. I build mine using the default coords that there are inside of a file in the SL client, but you can do your own one using MaxSLAV as reference.įirst make a skeleton with MaxSLAV. Is very easy and I used this method to build my own skeleton while mesh was on beta before when MaxSLA didnt exist yet. But there is a workaround and is using meshes as bones. So, how can we edit the bones? I can tell that editing the bones will be a pain if not impossible. When you apply resset xform, you make your bones to be which doesnt work with SL. SL bones need a special setting, and is that all of them need to be with rotation (if I remember correctly). As I said before, you cant rotate your bones (asides of the pelvis in case you want make it to face the front viewport).
![3ds max 2010 second life mesh tutorials 3ds max 2010 second life mesh tutorials](https://slm-assets.secondlife.com/assets/2630270/lightbox/MAX_SLAV.jpg)
If you export your mesh now, it will contain all 26 bones/joints info, so you dont need edit your mesh wit notepad anymore and you also make sure using this method that everything is perfectly in its order and place. What we got with this? We got a single vertex that shows in the edit weight panel all bones with 0.0 weight except the mskull one that shows 1.0. When you finish with all bones, weight again to its original bone (1.0 to mskull). For example, start weighting it to the right eye, then select the left eye and weight to it too, then to neck, torso, etc. Now select a different bone, and rig that vertex to that new bone. For example, lets say that we choose one vertex from the head that have 1.0 weight to the mskull bone. Select one vertex that is weighted to a single bone (a vertex with 1.0 of weight, this will make easier later to revert to its original weight). Now set the max bones influence to 26 or higher.
#3ds max 2010 second life mesh tutorials skin#
Ok, now you should have all bones in the skin modifier.
#3ds max 2010 second life mesh tutorials full#
You rarely will use all bones even when you make a full avatar so now is time to add those bones that left. Once you have done the whole rigging process, now add to the skin modifier the rest of bones that you didnt use. Make sure that the max bones influence in the skin modifier is set to 4, so you dont rig the same vertex to more than 4 bones which is not compatible.
#3ds max 2010 second life mesh tutorials how to#
This apply to every mesh, so once you know how to fix the bones, we can look into others problems in your rigged model.įirst rig your mesh as you could do always. I'll teach you a different way of fixing bones. That method doesnt work most of time (used to work before, but not now, you end with bones rigged to different parts and all messed.), also dont use that executable file recommended in the website, mess your mesh just like when you edit manually. DONT EDIT MANUALLY the bones set using the notepad. But lest talk about this more indeep later.
![3ds max 2010 second life mesh tutorials 3ds max 2010 second life mesh tutorials](https://i.ytimg.com/vi/AUrvS7whemg/mqdefault.jpg)
I see you made a cuadruped from it but technically you cant rotate bones or the skeleton will be wrong. You CANT modify as you want the defaut SL skeleton. Ok I got your email so ill help you but in the forum so I think is better for we allįirst thing.