![]() I'm still working my way through working with Fitted Mesh. Hope that helps and if you like the custom slider solution please comment on my post there. Here's a link to a topic I started for a solution that goes can fix a lot of these types of issues: The skirt vertices just don't follow exactly the relative positions of the avatar mesh as you move your avatar shape away from Ruth's shape. So when you walk, the result of the difference between the two methods becomes more apparent. Lastly it could simply be that because the real avatar mesh changes shape mostly by a totally different method using Morphs than Fitted Mesh which change shape by changing the scales of the collision bones. So it doesn't matter that the collision bones joints are offset.) Note it does make adjusting the weights after Smooth Bind harder since Smooth Bind uses distance from the joint to determine the initial weights. When I rotated the mHipLeft joint the leg bent totally the same. THen I smooth bound the mesh back to the skeleton and replaced the weights with the weights I just saved. Then detached the skin and moved the L_UPPER_LEG joint way away from the avatar even rotated it. I copied the weights of the female avatar mesh that was provided by LL weighted to just the collision bones. I am not sure but something tells me that vertices might move differently because of the offset position of the collision bones. Two your avatar mesh in SL weighted to different bones with, as you mentioned, joints that are different positions. If that avatar's weights are off then your skirt weights will be off as well. One I take it you are copying the weights from the avatar LL provided that is weighted to the collision bones. There is a couple of things that could be happening. In SL try wearing Ruth's shape and see if you get the same result when walking. Sounds like you did everything right to me. ![]()
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