The Problem: Fitted Mesh an Alpha Tutorial

I suspect anyone that has worn mesh clothes is very aware of skin-poke-through and ‘holes’ from the Alpha Layers making parts of the avatar invisible. I am particularly annoyed by both. But, is there anything we can do? That is the question asked at Fabulously Free in SL. Here I’ll provide the techy answer and information. I’ll also link to good tutorials.

[youtube 62SI2NCg2gc]

Fab’s three advisors answer the question. Their answers are straight forward and provide the advice most of us know. But, there is a more complete techy answer. First I’ll summarize their answers then get into the tech.

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AvaStar 1.1 Video Released

Gaia Clary has a new video tutorial out. This one uses Blender 2.70, which has been released. Using it and the newest test version of AvaStar Gaia shows us how to initialize weighting for Fitted mesh.

Blender 2.70 Released
Blender 2.70 Released

The work flow for moving existing weighted items to collision weighting is covered in the first part of the video. Mid-way in Gaia covers starting weighting from scratch. The later part of the video is about using the shape sliders to test your weighting.

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The State of AvaStar 1.1

There is some Second Life™ news regarding AvaSta™, which has been changing almost weekly. Not big changes, but changes. People have also been figuring out Fitted Mesh. Gaia Clary the mover and shaker of AvaStar is in that group of figuring out what works for Fitted Mesh and getting Blender to work with it.

For Fitted Mesh many things are a bit confusing. Whether we use 3DS, Maya, Blender, Blender & AvaStar, or some other modeling tool most people are NOT getting the result they expect. Gaia has tried to clear up some of the confusion with a blog post. See: The state of Avastar-1.1.

Her first point is that contrary to popular belief AvaStar 1.1 has not been released nor is it complete. There are test versions available for those that purchased AvaStar 1.0. The keyword there is ‘TEST.’

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Slink Visage Heads Released-Review

Slink released the new mesh heads as promised this past Saturday. I didn’t get to check them out until Monday night. They are interesting. But, they are not for me. I do think they are really nice. They show what our avatars could be.

Comparison
Comparison

There is some interesting slight-of-hand tech used in making animated mesh. Any animation or change of a mesh shape is done by making each mesh shape somewhat like drawing each frame of an animation. Then making the shape one wants to see now visible and all the other shapes invisible. When ready for another shape the currently visible one is made invisible and the newly desired shape made visible. This technique makes for really high polygon count items. I can’t tell if that is what is being done with Slink’s heads. But, it is the only way I know to change the shape of a mesh item.

The weights of the two heads are shown in image #1. Don’t pay much attention to the Land Impact or Physics. I did not bother to make a physics layer for my import of the SL Avatar head. So, those numbers are distorted. 

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Other Aspects of Fitted Mesh

There is currently some discussion about aspects of the new avatar bones being used in odd ways. The third party viewers in some cases have adjusted some things in the upload code to allow use of bones and joints in ways not completely support by the Lab.

New Outfit - 2014-09
New Outfit – 2014-09

As the discussion goes, those aspects may be blocked at the server soon. That would mean things like weighting mesh to the attachment points would no longer be allowed. We do not know whether the Lab will or won’t decide to block such use. So, don’t panic. But, if you have a good use case for your uses, get it into a Feature Request as soon at the JIRA’s new Feature Request channel opens up.

I am not done with my testing of the new avatar yet. But, so far there is no model avatar I can find that is in use in Blender that can be imported to SL and behave as the SL avatar does. The supposed exact same avatar is not an exact copy nor do the sliders affect it in the same ways. It is close, but not the same.

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