Secondlife Skeleton (26 bones)

Discussions about MHX2 and other plugins that are developed outside the scope of MakeHuman. Note that bug reports should go to the respective code projects and might go unseen here.

Moderator: joepal

Re: Secondlife Skeleton (26 bones)

Postby Shaba1 » Wed Nov 18, 2015 9:50 pm

i never even knew that user contributed assets were there. Lot of useful stuff there. I just hope they work with my nightly build.
Shaba1
 
Posts: 165
Joined: Wed Mar 05, 2008 3:21 pm

Re: Secondlife Skeleton (26 bones)

Postby BinBash » Wed Jan 06, 2016 12:26 am

LaNiHa wrote:I've noticed that in the stable release there are two Secondlife skeletons, but there are none in the nightly releases. I keep the stable separate from the nightly so it would be nice if you could add those skeletons into the nightly! I can't seem to load my nightly MH avatar into the stable version although I've copied almost every file from the nightly to the stable. So, in short, I need the SL skeletons in the nightly so I can export my av that I made there (since I can't seem to open the nightly av in the stable version).

Can you please do that ... I'd appreciate it! Thanks ;o}



This is my first post here, I hope I do it right. Anyways, I never was able to get the SecondLife skeleton to work from MH. I saw in the nightly that there's a T-pose so I decided to take that, along with the game engine rig, and convert it to an SL/OS compatible one using maxscript. So far it works great and am adding features to it daily.
BinBash
 
Posts: 1
Joined: Wed Jan 06, 2016 12:12 am

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