<html>
<head>
<meta content="text/html; charset=ISO-8859-1"
http-equiv="Content-Type">
</head>
<body bgcolor="#FFFFFF" text="#000000">
On 10/8/2011 12:08 PM, Paul Fishwick wrote:
<blockquote cite="mid:4E9083AA.2000502@cise.ufl.edu" type="cite">
<meta content="text/html; charset=ISO-8859-1"
http-equiv="Content-Type">
On 10/6/2011 12:18 PM, Garmin Kawaguichi wrote:
<blockquote cite="mid:924A83C71FE644A79B3A461FA437597D@Deimos"
type="cite">
<pre wrap="">About meshes from Evolver used as rigged wearable, the problem seems to be the number of bones; may be 26 for LL and variable for Evolver. (The problem exiss for LL Second Life and for OpenSim)</pre>
</blockquote>
In some of the online docs, it would seem that a specific # of
bones and bone names have<br>
to be used. Somewhat surprising, as I had thought that any mesh
with any armature should<br>
naturally be importable (i.e., if you wanted to build a robot arm
with 3 bones) into the<br>
viewer.<br>
</blockquote>
<br>
I've been trying to get a decent mesh avatar together, it's not a
piece of cake. You are correct that the SL armature has a specific
amount of bones and even specific names. This site has been helpful,
but it is still on Blender 2.49.<br>
<a class="moz-txt-link-freetext" href="http://blog.machinimatrix.org/3d-creation/blender-meshes-trail/rigg-your-avatar/">http://blog.machinimatrix.org/3d-creation/blender-meshes-trail/rigg-your-avatar/</a><br>
<br>
Here are updates for that page, for 2.5x users:<br>
<a class="moz-txt-link-freetext" href="http://blog.machinimatrix.org/bone-weight-copy-for-blender-2-59/">http://blog.machinimatrix.org/bone-weight-copy-for-blender-2-59/</a><br>
<br>
I am still struggling with this, so cannot offer much help at this
point. Hope this has shed some light on the subject!<br>
<br>
Ken aka Key Gruin on OSGrid<br>
</body>
</html>