Tutorial: MH 1.1.0 to SL/Opensim
Posted: Tue Feb 17, 2015 9:22 am
Download the latest Nightly Build Unstable HERE and make sure that it runs. Load your model and update all geometries used for that model, and also choose the topology that fits best to your model, depending on the use. If you choose the Opensim skeleton under Pose/Animate plus the t-pose, you already have a good basic T-posed model, ready to export as collada/.dae to use in Blender (Thanks to Manuel for fixing the eyes recently). Just make sure you export to Collada with Feet on Ground Enabled and Z Up, Face X. Also select METERS, not decimeter.
Import that model in Blender.
Don't touch anything (keep all selected like it was - all geometries aka meshes should be selected INCLUDING the Armature) and export it as collada again. Use the preset Opensim/SL RIGGED during the export - normally this will be seen in an options window on the left, depending on your layout:
And these options are showing after you chose the RIGGED preset:
Save it under a diff name and upload that .dae to SL/Opensim.
This is the new and simple way when you use an unstable nightly build. So... I suggest to install that to start experimenting. If you need a better rigged avatar, have patience or... try to edit the armature yourself. Just update - aka APPLY - your entire selection in object mode when you do.
Q: Want to upload clothing from MH that you exported along with your model?
A: Export them separately as collada including the armature in Blender and upload them in SL with Joints disabled! The Body itself should be uploaded with Joints enabled. All other body parts can be uploaded separately too of course.
Q: Noticed hidden parts under the clothing?
A: Disable 'Hide faces under clothes' in MH 1.1.0 under Geometries.
Q: See alpha's in SL on the skin you uploaded?
A: Make sure it's a 24bit TGA skin without any alpha.
Q: OMG, what happened to all the faces on my SL body?
A: Hmm yes, a Material thingy that is currently under investigation, probably a collada export bug.
Import that model in Blender.
Don't touch anything (keep all selected like it was - all geometries aka meshes should be selected INCLUDING the Armature) and export it as collada again. Use the preset Opensim/SL RIGGED during the export - normally this will be seen in an options window on the left, depending on your layout:
And these options are showing after you chose the RIGGED preset:
Save it under a diff name and upload that .dae to SL/Opensim.
This is the new and simple way when you use an unstable nightly build. So... I suggest to install that to start experimenting. If you need a better rigged avatar, have patience or... try to edit the armature yourself. Just update - aka APPLY - your entire selection in object mode when you do.
Q: Want to upload clothing from MH that you exported along with your model?
A: Export them separately as collada including the armature in Blender and upload them in SL with Joints disabled! The Body itself should be uploaded with Joints enabled. All other body parts can be uploaded separately too of course.
Q: Noticed hidden parts under the clothing?
A: Disable 'Hide faces under clothes' in MH 1.1.0 under Geometries.
Q: See alpha's in SL on the skin you uploaded?
A: Make sure it's a 24bit TGA skin without any alpha.
Q: OMG, what happened to all the faces on my SL body?
A: Hmm yes, a Material thingy that is currently under investigation, probably a collada export bug.