Numerous people are running into the problem with their mesh clothes creations not working well with the Second Life avatar. Gaia Clary’s latest comment in the SL Forum is here:
2014-04-14 06:35 AM – edited 2014-04-14 06:36 AM
Maybe I [Gaia] can add 2 remarks here:
- You could use the Morph targets to create a dummy character and implement the SL Shape sliders to shape the dummy into the SL shape. Then you can use that dummy as reference for making your mesh garments of course. But note that the morphs themself [sic] take no active role in the fitted mesh deforming.
- If you wanted to create something reasonable then you would create some sort of controllers that modify the Collision Volume bones. If properly done, then you could immediately see how your mesh would react in SL with changing slider values.
The main problem is to understand which bones are affected in which way by which slider. Most of this is noted down in the avatar_lad.xml file. And yes, in Avastar we actually have ported the SL Shape slider system into Blender This works as intended for the dummy itself. But for the mesh garments there is still something wrong (so right now we do not have a complete solution )
BTW: Blender allows to export shape keys to Collada, so in theory you could take our workbench blend file, then export the character with shape keys, and then try to upload that to Maya. Maybe that works, maybe not, I have never tried it myself.
At the Content and Mesh Import User Group we got some new information on the problem and what it might take to fix it. Don’t get your hopes up. It looks like we are going to have to learn to work around the problem. But, At least we know what the problem is and can quit wasting time searching through viewer code. Continue reading