![]() ![]() Note that this fix is not needed in Blender 2.5x.You’ll get an idea of how you use Dmesh for your project.ĭMesh provides auto-generated points, which is useful for people doing animations or larger batches of images. The path for me is:Ĭ:\Documents and Settings\tapple\Application Data\Blender Foundation\Blender\.blender\scriptsĬ:\Documents and Settings\tapple\Application Data\Blender Foundation\Blender\.blender\scripts\bpymodules\colladaImEx\translator.py To find the scripts directory, do Help > System Information in blender, and look in the text file for "Default dir for scripts:". If you don't want to watch the entire video:įind the file \bpymodules\colladaImEx\translator.py and change these two lines: See this video to find out, how you can fix the Measurement missmatch between Blender-2.49b and Second Life once and for ever: The common fix is to scale up the models in Blender 2.49 by a factor of 100.īut there is a nicer fix, which adjust the Collada Exporter to behave according to our expectations. Unfortunately this missmatch very often leads to the import of "tiny objects". But the common expectation in Second Life is that one Measurement Unit is mapped to 1 Second Life Meter. So, what is the issue with Blender 2.49 ? It is all so simple that the Collada Exporter for Blender assumes that one Measurement Unit is mapped to one real life centimeter. You even can later rescale your model in your target system. Then all you need to do is to work in the correct scale. ![]() ![]() In principle you just have to know how the mapping is between your 3D program (Blender) and the target environment (Second Life). Scaling is somewhat arbitrary in Blender 2.49. BlanderMan rigging tutorial part 1-1, part 1-2, part 2. Class Level | Building: Beginner(2) | Blender: Beginnerīlender 2.4x specific (legacy) Video tutorial.(has been updating his tutorials for 2.5) How to Use the New Bone Weight Copy 2.5x Script More tutorials How to Install Blender and Blender Addon Scripts How to Use an Offset Pivot Point With SL Mesh Tip Top Tool tips (medium level tips for blender) Gotchas and workarounds Optimization techniques Tutorial links = Blender 2.5x/2.6x specific = Tool tip: For rigged mesh creation and animation check out Avastar this addon might be of help for you (commercial tool).Joints positions: Forum tip for exporting joint positions with Blender.Please note that the bones are all the wrong names for mesh import, as mentioned in Mesh/Troubleshooting#Rigging. This will get you a slightly inaccurate skeleton to work from. BVH Animations: It's possible to import one of the default BVH animations that can be found linked in the header of the Internal_Animations#User-playable_animations.So here it is:įorum thread on optimizing your mesh in Blender for Second Lifeįorum thread on installing Blender Bones and rigging This is a tutorial that was originally made for Avastar (a blender addon) but most of the tutorial also fits to arbitrary mesh imports to second Life. You find the Blender Collada exporter here: The "Decimate" modifier is a serviceable substitute but the downside is that you'll need to redo the UV map for each LOD level.Īccording to: "Poly Reducer issues in Blender 2.71" in blender stackexchange, The UV mapping issues have been solved in recent versions. Unfortunately the Poly Reducer script is currently only available for version 2.4x of Blender. You may also want to use this mesh when defining your model's physics. Export your mesh to COLLADA this will be your "lowest" level of detail.Run Poly Reducer with a poly reduce setting of 0.125 (to reduce your polygon count by seven eighths).Export your mesh to COLLADA this will be your "low" level of detail.Run Poly Reducer with a poly reduce setting of 0.25 (to reduce your polygon count by three quarters). ![]() It's good to start from the full-detail mesh each time to prevent errors from accumulating, though this may not be a significant concern for simple meshes such as attachments.
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