11-10-2015, 09:26 PM
The Mobius Grid like Second Life utilizes mesh for various scenery, avatar attachments and much more. We encource users to learn to make mesh items as it is far more optimal then prims builds. Mobius Grid is compatible with the Second Life skeleton this post contains info from Linden Lab the creators of Second Life.
What is Fitted Mesh?
Fitted Mesh is a technique in which an avatar's collision bones are used to add further deformation detail to an avatar or clothing. The benefit of this technique is that it allows Mesh clothing and avatars to be adjusted using an avatar's Body Shape sliders in the Appearance Editor. This results in clothing that can adjust and fit to your avatar's own personal body shape and style.
For content creators, the key difference between a Fitted Mesh skeleton and the previous standard skeleton is that a Fitted Mesh skeleton has more bones. The rigging workflow is the same except that the additional collision bones are also included in the skinning/binding process. Note that unlike the mBones, you do not need to include all of the collision bones, rather only the ones you wish to use.
Collision bones
List of original collision bones:
Note: BELLY, BUTT, LEFT_PEC, and RIGHT_PEC are affected by avatar physics.
"HANDLE bones have been left in the avatar_skeleton.xml file to support those that may want to use them but removed from the Maya/FBX skeleton files since they are redundant." [1]
Rigging using the Fitted Mesh technique
What is Fitted Mesh?
Fitted Mesh is a technique in which an avatar's collision bones are used to add further deformation detail to an avatar or clothing. The benefit of this technique is that it allows Mesh clothing and avatars to be adjusted using an avatar's Body Shape sliders in the Appearance Editor. This results in clothing that can adjust and fit to your avatar's own personal body shape and style.
For content creators, the key difference between a Fitted Mesh skeleton and the previous standard skeleton is that a Fitted Mesh skeleton has more bones. The rigging workflow is the same except that the additional collision bones are also included in the skinning/binding process. Note that unlike the mBones, you do not need to include all of the collision bones, rather only the ones you wish to use.
Collision bones
List of original collision bones:
- PELVIS
- BELLY *
- CHEST
- NECK
- HEAD
- L_CLAVICLE
- L_UPPER_ARM
- L_LOWER_ARM
- L_HAND
- R_CLAVICLE
- R_UPPER_ARM
- R_LOWER_ARM
- R_HAND
- L_UPPER_LEG
- L_LOWER_LEG
- L_FOOT
- R_UPPER_LEG
- R_LOWER_LEG
- R_FOOT
- BUTT *
- LEFT_PEC *
- RIGHT_PEC *
- LEFT_HANDLE
- RIGHT_HANDLE
- LOWER_BACK
- UPPER_BACK
Note: BELLY, BUTT, LEFT_PEC, and RIGHT_PEC are affected by avatar physics.
"HANDLE bones have been left in the avatar_skeleton.xml file to support those that may want to use them but removed from the Maya/FBX skeleton files since they are redundant." [1]
Rigging using the Fitted Mesh technique
- Download one of the skeleton files.
- Follow one of the many tutorials for rigging avatars in your modeling program of choice. (Where?)
- Links to video tutorials on rigging mesh avatars in Maya and Blender can be found in Uploading and wearing a rigged mesh.
- Links to video tutorials on rigging mesh avatars in Maya and Blender can be found in Uploading and wearing a rigged mesh.
- Export your new rigged mesh from your modeling program of choice:
- Import the rigged mesh to Second Life and wear the model, as described in Uploading and wearing a rigged mesh.
- Adjust your body shape, make sure to save your changes, and enjoy your creation.
- Information on changing your avatar’s appearance and body shape can be found in the Second Life Knowledge Base, under Controlling your avatar’s appearance, and by clicking the ? button at the top of the Appearance editor.
- Information on changing your avatar’s appearance and body shape can be found in the Second Life Knowledge Base, under Controlling your avatar’s appearance, and by clicking the ? button at the top of the Appearance editor.
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-Mobius Team
-Mobius Team