This will reset the coordination system of the model to be identical to the skeleton.Īfter that you can apply the skeleton to the model and bind it. You must then, with the model selected, from the Tools menu select the Coord System tool and then Burn Transformation. We finally figured it out this morning and the key is to have the skeleton rotated to a horisontal configuration along the x-axis and align and scale the model to the skeleton. Now when I go back to test some of those old meshes from intentory in Aditi, SL throws a message saying the format is incorrect - so, since I am starting over from scratch, I just want to use the tools I have with an open file format.Īnyway, thanks for putting this out there an I will share anything I may come up with in C4D/Cheetah 3D When the mesh beta first started last year, I was sucessfull in taking a custom avatar mesh into Blender, rigging it and importing it into SL. I have been using Silo/Cinema 4D (and at times, Cheetah 3D, Modo) for years now, and I am just not much of a fan of Blender's crazy interface and mouse controls.
Cheetah 3d texture skin#
When you choose 'Show Skin Weights' on import to SL, I have the actualy geometry of the C3D bones weighted to the avatar correctly, and they move well, but the actual mesh is gone!įor the life of me, I can not understand why LL does not provide a simple DAE or FBX rigged avatar file(s) for creators to build from. Saving out a DAE of the avatar.blend file from Cheetah gives good weights, but the bodel comes in rotated -90 in the SL preview.I re-bind in C4D, export, but nothing will come over to SL with weights). Imported into both Cheetah and C4D, both of which seem to like the rotations better, and weights come over cleanly (previous attemtps from Blender to C4D loose weights in the process.( in C4D, DAE seemed tobe rotated 180 in the Z axis) It seems the joint rotations come out better from this that taking a DAE file out of Blender. Export avatar.blend file from Blender 2.49b to FBX file.Since viewing your post, I have tried the following: I have been working to get something usable out of Cinema 4D R12, but can not get the weights to stick on import to SL. I would be interested in a rigged mesh from C3D as well.