How to get a mesh avatar imported into OpenSim?
Posted: Sun Nov 25, 2018 3:06 am
I've been tearing my hair out for a long time trying to figure out how to create a mesh avatar for OpenSim and Second Life. No matter which tutorials or forum topics or other helpful stuff I can find on the web, I always have that exact same bad looking shoulders problem lots of people have. Does any one have definitive, this will always work, method for doing this? I'd prefer to not watch videos, they are a pain for this sort of thing. Also, I'm not paying money for Avastar, nor installing any closed source software.
I am currently using Devuan ASCII, which is based on Debian Stretch (so latest stable releases). I did try it on Debian Jessie before. I am using the Blender from the Blender PPA, though I was also trying it with the Blender that came with my OS. MakeHuman is also the version that comes with the OS, though I see you have a PPA for nightly Debian builds. These are the brief notes for how I'm trying to do it -
In MakeHuman -
Geometries -> Eyes -> Low poly
Pose / Animate -> Skeleton -> Opensim
Pose / Animate -> Pose -> Tpose
Remember to add teeth.
Files -> Export -> Collada; Feet on ground; Z up, face X; Local = global; meter
pick a file name.
In Blender -
File -> New
delete the box
File -> Import -> Collada
File -> Export -> Collada
Export Collada -> Operator Presets -> "Sl + Open Sim Rigged"
Export Collada -> Armature Options -> turn off "Deform Bones only"
pick a file name.
In viewer
File -> Upload mesh
pick a file
This model represents -> Avatar shape
Wait awhile.
Physics -> Level of detail -> Lowest
Upload options -> turn on "Include skin weight" and "Include joint positions"
The "Include textures" doesn't. Better off just uploading the individual textures once, a lot are shared anyway.
Calculate weights & fee
DO NOT hit the Analyze button, apparently it screws with the mesh. Sometimes.
Wait forever.
Upload
Wait even longer.
I'm happy to try other versions of Makehuman, other versions of Blender, even other Linux operating systems, or macOS Sierra on my old Mac Mini, just not Windows. I'm happy to try other OpenSim viewers, have been trying with Singularity.
I have seen there was some effort to make direct MakeHuman to OpenSim without going via Blender work. That didn't work either.
Can anyone help me please?
I am currently using Devuan ASCII, which is based on Debian Stretch (so latest stable releases). I did try it on Debian Jessie before. I am using the Blender from the Blender PPA, though I was also trying it with the Blender that came with my OS. MakeHuman is also the version that comes with the OS, though I see you have a PPA for nightly Debian builds. These are the brief notes for how I'm trying to do it -
In MakeHuman -
Geometries -> Eyes -> Low poly
Pose / Animate -> Skeleton -> Opensim
Pose / Animate -> Pose -> Tpose
Remember to add teeth.
Files -> Export -> Collada; Feet on ground; Z up, face X; Local = global; meter
pick a file name.
In Blender -
File -> New
delete the box
File -> Import -> Collada
File -> Export -> Collada
Export Collada -> Operator Presets -> "Sl + Open Sim Rigged"
Export Collada -> Armature Options -> turn off "Deform Bones only"
pick a file name.
In viewer
File -> Upload mesh
pick a file
This model represents -> Avatar shape
Wait awhile.
Physics -> Level of detail -> Lowest
Upload options -> turn on "Include skin weight" and "Include joint positions"
The "Include textures" doesn't. Better off just uploading the individual textures once, a lot are shared anyway.
Calculate weights & fee
DO NOT hit the Analyze button, apparently it screws with the mesh. Sometimes.
Wait forever.
Upload
Wait even longer.
I'm happy to try other versions of Makehuman, other versions of Blender, even other Linux operating systems, or macOS Sierra on my old Mac Mini, just not Windows. I'm happy to try other OpenSim viewers, have been trying with Singularity.
I have seen there was some effort to make direct MakeHuman to OpenSim without going via Blender work. That didn't work either.
Can anyone help me please?