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Old 07-22-2011, 09:43 AM   #76 (permalink)
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I would like to have an avatar mesh exporter in the official viewer. Bonus points if the export includes bone weights.
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Old 07-22-2011, 12:23 PM   #77 (permalink)
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Originally Posted by Masami Kuramoto View Post
I would like to have an avatar mesh exporter in the official viewer. Bonus points if the export includes bone weights.
Yeah, i'm sure there will be plenty copybotters who will be interested to export your work and take it to various places. The difference is you might not see it in SL but it could appear in games, sold in websites, rendered in ads, and various other possibilities.

But sure open it:


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Old 07-22-2011, 01:12 PM   #78 (permalink)
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I would like to have an avatar mesh exporter in the official viewer. Bonus points if the export includes bone weights.
I would *not* like you to be able to export the mesh I spent a month perfecting the bone weights of. Learn how to do that yourself. In case you are not aware, the "skin wrap" function in 3ds Max allows you to copy the weights from one object to another, so if you have one of mine, you also have every other item I make weighted.

Not sure if this is the first Mesh avatar on the market, but it's got to be one of the first:

https://marketplace.secondlife.com/p...-Boxed/2500129
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Old 07-22-2011, 01:24 PM   #79 (permalink)
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I think he meant the ability to export the base SL avatar mesh, which can be done with phoenix [speaking of, is there anyway to export the whole thing at once?
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Old 07-22-2011, 02:34 PM   #80 (permalink)
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I think he meant the ability to export the base SL avatar mesh, which can be done with phoenix [speaking of, is there anyway to export the whole thing at once?
In that case he should have specified the *default* avatar mesh, since this is a thread about imported 3D models. I have only seen export of your current shape on 3rd party viewers. If you want the default avatar, that's available for a number of 3D programs already set up.
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Old 07-22-2011, 03:28 PM   #81 (permalink)
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Originally Posted by DanielRavenNest View Post
In that case he should have specified the *default* avatar mesh, since this is a thread about imported 3D models. I have only seen export of your current shape on 3rd party viewers. If you want the default avatar, that's available for a number of 3D programs already set up.
What, for all possible slider settings?
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Old 07-22-2011, 08:08 PM   #82 (permalink)
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What, for all possible slider settings?
No, the default model available from here:

http://static-secondlife-com.s3.amaz...vatar_mesh.zip

That one is in Wavefront Object (.obj) format, but it's handy to have it in the native format of other 3D programs. The default model includes the bones, which are used in animation, and in rigging mesh attachments. If you want to export a particular morph (ie slider settings), as opposed to the default T-pose at neutral values, then you need to use a 3rd party viewer. The third party viewer only exports the skin geometry, in .obj format, and in 3 parts.

So which one you want to use depends on what your purpose is. For my purpose in making a full replacement body, the skin geometry defined by the sliders is irrelevant. I hide it with an alpha layer. All I needed was the bones, so I could animate my replacement body. For someone making attachments for a specific body shape, they would want to export that particular shape.
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Old 07-23-2011, 07:08 AM   #83 (permalink)
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But for mine, for example, being able to export my avatar and work with it is invaluable. I'd love to set it up then make meshes around my shape, heck, even using it in photoshop to reduce stretch would be nice.

The only thing that makes me sad is that, while soon we'll be able to fix it, system clothing won't work, or will it? I'm not even messing with it yet, since I don't wanna switch viewers.
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Old 07-23-2011, 07:15 AM   #84 (permalink)
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System clothing won't work.
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Old 07-23-2011, 07:16 AM   #85 (permalink)
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For someone making attachments for a specific body shape, they would want to export that particular shape.
QED
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Old 07-23-2011, 07:20 AM   #86 (permalink)
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Yeah, i'm sure there will be plenty copybotters
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I would *not* like you to be able to export the mesh I spent a month perfecting
I think you two are confusing imported wearable mesh objects with the avatar mesh here.

What Masami is probably referring to is the actual shaped avatar mesh and it's bones. Phoenix already supports it (altho without the bones), which is a godsend for sculpting items on your own shape in apps, or peeking at joint distances for animations.
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Old 07-23-2011, 08:15 AM   #87 (permalink)
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Originally Posted by DanielRavenNest View Post
I would *not* like you to be able to export the mesh I spent a month perfecting the bone weights of. Learn how to do that yourself. In case you are not aware, the "skin wrap" function in 3ds Max allows you to copy the weights from one object to another, so if you have one of mine, you also have every other item I make weighted.
Fine, but why did it take you a month? Should everybody else have to spend a month grinding their weighted avatar meshes, forever more?

That's not to say that we should be able to export every weighted mesh that happens to be attached to an avatar. But everybody having to start from scratch to weight a new avatar mesh is a guild rule, at best.

That, however, is not even one of the main reasons that a box of weighted mesh avatar parts -- sans model -- is worth approximately nothing.

Anyway, I don't care. I got bored of Mesh a long time ago. I'm just annoyed that calling llCastRay() on the Agni mesh sandbox sims always returns RCERR_CAST_TIME_EXCEEDED.
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Old 07-23-2011, 08:19 AM   #88 (permalink)
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Why not just be patient and let the first few months be suffered by people making first round stuff. Once the dust settles then worry about it. As for me? I'm not real interested in Gorgon Stare avatars. Mesh avatars will have to have eye and mouth emotions or they will be fail unless folly or monster avis.
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Old 07-23-2011, 10:00 AM   #89 (permalink)
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Well I don't think avatars are the most at risk anyway. Casual items will have much greater chance of being imported/exported from/to 3D sites. Who will notice the broom rendered in Poser has been taken from SL and the hairpin in SL imported from DAZ?
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Old 07-23-2011, 06:50 PM   #90 (permalink)
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In that case he should have specified the *default* avatar mesh
You understand perfectly well what I was talking about since you have been looking for exactly the same thing:
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Originally Posted by DanielRavenNest View Post
Do any of the TPVs (or official viewers) have the capability to export the avatar shape as a .obj 3D model? Emerald had that, but obviously you can't use it any more.

The entirely legitimate reason to export the shape is to use it as a reference model to build mesh clothes and attachments around. It's much much easier to have both in your 3D program than to try and go back and forth from 3D program and SL trying to make something fit.
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Not sure if this is the first Mesh avatar on the market, but it's got to be one of the first:
Need help fixing those hands? Frankly, the idea that I might be interested in stealing that poorly rigged thing from you is hilarious all by itself.
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Old 07-23-2011, 07:18 PM   #91 (permalink)
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You should have specified...however be careful what you wish for, that was my point
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Old 07-23-2011, 08:03 PM   #92 (permalink)
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Need help fixing those hands? Frankly, the idea that I might be interested in stealing that poorly rigged thing from you is hilarious all by itself.
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Old 07-23-2011, 08:37 PM   #93 (permalink)
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I was so excited for mesh but with the current equivalences it's not even worth it. :/ Well, at least for my purposes (Large Builds).
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Old 07-23-2011, 10:21 PM   #94 (permalink)
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Old 07-23-2011, 10:26 PM   #95 (permalink)
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Using the latest V2 from LL, and prim counts are funky. Not to mention "show landowners" doesn't work anymore nor does "Highlight Transparent".

A tree from heart, before the new viewer showed a prim count of 3prims. Now it shows something like 600 in the funky new count.

The prim counts in the about land menu haven't changed yet.
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Old 07-24-2011, 08:51 AM   #96 (permalink)
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Well, excuse my snark, but people in this forum do not frequently associate me with copybotting or lecture me about the basics of 3D modeling. I've been here long enough.
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Old 07-24-2011, 08:56 AM   #97 (permalink)
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I'm not a fan of Daniel, but I don't recall any previous associations to copybotting.
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Old 07-24-2011, 10:03 AM   #98 (permalink)
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Masami, you need to calm down. You are throwing around some pretty hostile words here. Daniel's main interest is in protecting the work he has done- something we ALL want to do, when we have worked hard on something. What you feel the quality level of the work to be is irrelevant, and sneering at it because you perceived a slight somewhere is really unattractive behavior.
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Old 07-24-2011, 12:02 PM   #99 (permalink)
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It's partly my fault because I interpreted Masami's post the wrong way so I kinda started the polemic, however it was not very clear what kind of avatar mesh he wanted to export, so I assumed any kind.
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Old 07-24-2011, 12:38 PM   #100 (permalink)
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Originally Posted by DanielRavenNest View Post
Do any of the TPVs (or official viewers) have the capability to export the avatar shape as a .obj 3D model? Emerald had that, but obviously you can't use it any more.

The entirely legitimate reason to export the shape is to use it as a reference model to build mesh clothes and attachments around. It's much much easier to have both in your 3D program than to try and go back and forth from 3D program and SL trying to make something fit.
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Originally Posted by Masami Kuramoto View Post
I would like to have an avatar mesh exporter in the official viewer. Bonus points if the export includes bone weights.
Quote:
Originally Posted by DanielRavenNest View Post
I would *not* like you to be able to export the mesh I spent a month perfecting the bone weights of. Learn how to do that yourself. In case you are not aware, the "skin wrap" function in 3ds Max allows you to copy the weights from one object to another, so if you have one of mine, you also have every other item I make weighted.
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I'm not a fan of Daniel, but I don't recall any previous associations to copybotting.
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Masami, you need to calm down. You are throwing around some pretty hostile words here. Daniel's main interest is in protecting the work he has done- something we ALL want to do, when we have worked hard on something.
Emphasis added to point out the chain of irony:
  1. Daniel asks for an avatar mesh exporter and explains the "entirely legitimate reason" to have one.
  2. Mesh arrives.
  3. Masami asks for an avatar mesh exporter in the official viewer, preferably including bone weights.
  4. Daniel implies that Masami don't know shit about rigging and wants the feature (in the official viewer ffs) to steal other people's stuff.
  5. Joshua and Nephilaine disagree on whether Daniel's statement referred to copybotting or not.
On topic, of course I am aware of the fact that there are functions to copy bone weights from one object to another. Which is the whole point here. LL's avatar mesh may be crappy, but it's still the reference, and the closer we can match our own rigs to that reference, the better things will look in-world. The alternative is to add a safety margin and have mesh clothes floating at a distance or use alpha masks to keep the avatar mesh from protruding where the rigs don't match. The avatar mesh is Creative Commons, so I don't see an issue here.
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