In April I posted an article on retopologizing (like that is a word – redoing the topology of) mesh objects in Blender. See: #SL Blender Clothes Retopology. In Blender 2.62 I kept having problems getting the method to work. I think it was more me than Blender that was the problem. Whatever… today a decided to figure it out.
#1 Getting Surface Snap to Work - Click to Enlarge
I plan to do more tutorials. One of the things I want to do is work with weight painting to see if I can make skirts that work better than what we have. The current mesh mini-skirts show it all when one sits down. I don’t think it has to be that way. Now I need a well made skirt to work with. So, I’m studying 3D modeling. One of the things modelers deal with is redoing the topology of high polygon into low polygon models. Using the tools built into blender can make changing the topology much easier.
Mesh Road Bumps It has been noticed that there is a problem with using mesh road sections. At each edge of the mesh cars bump. Drongle McMahon points out that a bug causes the convex hull to be smaller than the bounding box. That leaves a gap when one butts two mesh obects together. See: … Read more
This is the server update that is advancing to the main grid today, Tuesday. I’ve been writing about Second Life® Region Idling for a few days now. So, if you don’t know about it see: #SL Region Idling and #SL News Update Week 20.
Open Source Meeting
Threaded Region Crossing
I’ve been writing about the Region Crossing Phase I code for some time, since about February. This is a major refactor of region crossing code. It touches many parts of the Second Life system. Because of its complexity it has been a difficult write. We have seen lots of problems from it. It has been rolled back from the Release Channels a number of times.
It looks like this code will stay on the Le Tigre and Magnum channels this week.
Standard Viewers Today there is a new release if the Lab’s Development viewer: 3.3.3 (257716). This is a big jump from 3.3.3 (255954). The Beta viewer version is: 3.3.2 (2557442). The main viewer is: 3.3.1 (254524). Mesh Deformer Testing You can get the latest Mesh Deformer Project Viewer, version: 3.3.1 (255595). There are a number … Read more
Several things are coming together and I think we are at the beginning of user driven change to Avatar 2.0. I just updated my tutorial for getting started making mesh clothes: Second Life Mesh Clothes Blender 2.6 Setup 2012 Tutorial. So, we need to be considering what it is that makes our avatar look nice, which inspired this article.
Penny Patton's Proportioned Shapes
Crusade
Some time ago I saw an article by Penny Patton on adjusting camera position for a better Second Life®. See the SL Forum and her article: A Matter of Perspective. It makes an amazing difference in how one sees Second Life. That inspired my article: Second Life Camera Position Tips.
There are tradeoffs between how one sets the camera for walking and sitting. The Second Life default camera position is a compromise between good settings for walking and sitting. Neither is ideal. It would be great if the camera would just change location when we sit or stand.
All that camera position stuff is nice, but what we have to look at is more of a problem than how we look at it. Penny’s current two articles are about making a better looking Second Life. Check out the article: Beautiful Second Life. This article focuses on what is and what can be. It is an excellent comparison.
Update: 11/2013 – Fitted Mesh, previously the Alternate method or Liquid Mesh, is now the approved method for making mesh clothes that conform to the avatar’s shape. See: Fitted Mesh.
UPDATE: 6-25-2012 – Things may drastically change. See:Alternative to the Deformer. 4/2013 – Several designers are using the alternative methods now. Linden Lab is recommending avoiding use of those non-supported features. The Lab may make changes that break the feature some day.
UPDATE:Rewritten 5/24/2012 for the Bone Weights problem.
My previous article on setting up Blender for making mesh clothes (Second Life Mesh Clothing Tutorial) was written in September 2011, eight months ago. I’ve updated it several times, but it is still out of date and awkward in some places. Blender is now at 2.63+ and has BMesh. Photoshop is up to CS6. The Mesh Deformer is close to being completed. We have a self correcting Bone Weight Copy add-on and more. So, lots of stuff has changed as of May 20, 2012. So, it’s time for a new version of the tutorial.
#1 The Default Avatar Shapes (Kinda funny)
A few days after I wrote this tutorial I found a problem with the file. The Paint and Weight Paint Brushes were messed up. How we create the files has to change. So, I’ve rewritten this tutorial again. This is the revised version. It replaces the previous one.
In this tutorial I’ll assume you are new to making mesh clothes. I’ll also assume you have some knowledge of Blender and Photoshop. I’ll be using only Blender 2.63a in this tutorial. I will also omit the import to Second Life as this Tutorial is already over 9,000 words. Plus, there are lots of tutorials on the Second Life mesh import.