in Opensim, the cornea on the eyeballs dissapears

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in Opensim, the cornea on the eyeballs dissapears

Postby Dannyboyuk » Tue May 12, 2015 12:07 pm

Using the avatars i've made in makehuman, after correcting rotation in blender, the resulting mesh uploads and attaches fine in OpenSim, but the eyes turn white or bloodshot depending on the avatar when the mesh is attached, after zooming up close to the eyeballs to see if they're being moved by the skin weights, it seems the iris appears behind the outer layer of the eyeball. however when rezzed as an object, the eyes appear just fine. Is there a way to fix this? have I done something wrong somewhere?

I have uploadied an image of the mesh rezzed as an object on the left, and worn on the right so u can see what im talknig about:

MHEyesIssue.png
image showing the issue with the eyes.
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Re: in Opensim, the cornea on the eyeballs dissapears

Postby ThomasL » Wed May 13, 2015 7:14 am

The cornea is creating a lot of trouble. It should be transparent and cast no shadows, but it may well be that either Blender's collada exporter or Opensims Collada importer ignores those settings. Use the low-poly eyes instead.
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Re: in Opensim, the cornea on the eyeballs dissapears

Postby duststorm » Wed May 13, 2015 5:46 pm

For game engines, the low poly eyes are generally recommended, unless you get your hands dirty with creating a custom eye shader.
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Re: in Opensim, the cornea on the eyeballs dissapears

Postby Dannyboyuk » Sat May 16, 2015 11:39 pm

Thanks - i tried the low poly eyes as you suggested, and it worked :) thanks!
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