Second Life Fitted Mesh Files

If you grabbed the Fitted Mesh avatar files in the Second Life™ Wiki and tried to use them, you may have had the result I got. No joy. I got no skeleton just a mesh.

There is somewhat a fix. Go over to AutoDesk and get the standalone FBX® 2011.3.1 Converter. Use it to convert the FBX files to Collada DAE files. Those can be imported into Blender. You will get the skeleton and all the extra collision bones, including the new ones. You will need to scale up by a factor of 100.

The skeleton imported is not that great. But, you can see all the parts. I am not sure the resulting file will actually produce a usable model. But, it gets one further along.

Fitted Mesh Update 2013-48 #2

Gaia Clary posted yesterday that there is a new test version of Avastar for Fitted Mesh. This is the second release of a test version of Avastar for Fitted Mesh. (Don’t be surprised, the appearance of the Machinimatrix.com site has changed.)

Imafe Uploaded with FITMESH-4
Image Uploaded with FITMESH-4

I’ve been playing with avastar-1-1-905_blender-2-64. The new release is: avastar-1-1-907_blender-2-64.

This release handles reported problems in the Second Life™ JIRA. I understand these JIRA items are readable by everyone.

FITMESH-2Discrepancy/Typo between Existing Avatar_Skeleton.XML and new Avatar_Skeleton.XML

This JIRA item has corrected files that can be used with the Fitted Mesh Viewer 3.6.11.283899. You will find the avatar_skeleton.xml file in folder: C:\Program Files (x86)\SecondLifeProjectFittedMesh\character

The file avatar_lad.xml is in the same folder. Both of these files can be replaced to update the viewer. These changes will likely appear in the next Fitted Mesh Viewer release. 

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Second Life Fitted Mesh 2013-48

Discussion of Fitted Mesh is all the rage in the Second Life blogosphere and forums. Everyone has an opinion. Ciaran Laval has an article out: Qarl – The Simplest Solution Is The Best One – And Collision Bones Are Indeed MUCH Simpler Than The Mesh Deformer. The title pretty much says it. You can read Karl’s words in the SL JIRA STORM-1716 here. He also comments in this week’s Metareality podcast, which I haven’t gotten to yet.

Quoting Karl from the JIRA:

Qarl Fizz added a comment – 20/Nov/13 1:00 PM

several people have asked me – this seems like the best place to answer.

LL’s assessment here is mostly good. in almost all situations, the simplest solution is the best one – and collision bones are indeed MUCH simpler than the mesh deformer. as i see it, collision bones have two downsides: 1) they are substantially harder to use for the person creating the garment and 2) probably don’t track as well to the avatar shape.

in the end, the evaluation must be made by the content creators who use the tool.

i will reiterate that the two year delay and refusal to communicate are unacceptable.

There are a number of opinions out that I believe reveal a high degree of ignorance and a significant degree of malevolence toward the Lab. I am certain they have no proof/evidence to support their opinions. So, take those opinions as self revealing expressions of transference and keep a distance from people assigning evil motivations to the Lab.

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Fitted Mesh Update

It seems the FBX file provided in the wiki does not load into Blender. It is something to do with the Blender FBX importer.

Avastar has a new test version out that has the new avatar collision bones. It is version: avastar-1-1-905_blender-2-64.zip. If you have purchased Avastar, you can download and install the test version using your download URL. AFAIK, there is no raw file up yet. Gaia found a problem and corrected it. But, the fix is not official yet. There is a JIRA bug report: FITMESH-2.

If you don’t have Avastar, you may be able to use the FBX converter provided by AutoDesk to convert to a format that works. I haven’t completed testing alternate paths yet.

At Oz Linden’s Open Source Meeting he said Redpoly is working on creating a Collada file (.DAE)

Mesh Deformer Changes

Today we got a Second Life™ blog post about the fate of the Mesh Deformer. See: Making Mesh Garments Fit Better. So, what is going on? Well, quoting Linden Lab:

Today, we are launching an experimental Project Fitted Mesh Viewer with additional collision bones needed to support dynamically fitted mesh garments on all of the avatars. When these changes have been finalized, they will enable garment designers to use the superior capabilities of mesh content creation tools to make garments that adapt to a wide range of Second Life avatars.

The point of this change is that this Fitted Mesh viewer and new new Fitted Mesh clothing will allow better fitting mesh clothes for a WIDE RANGE of SL avatars is a big deal. One of the frequent objections to the mesh deformer was that it had problems working with a ‘wide range’ of avatar shapes. Large and tiny avatars didn’t work so well with the Deformer. So, this is a big feature plus… provided it works well. 

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