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Re: Making MakeHuman Avatars for Opensimulator and Second Li

PostPosted: Sat May 28, 2022 1:32 pm
by tomcat
Danz+67 wrote:I tried to follow the tutorial instructions step by step but a crucial menu item is missed (point 9), quote: "Turn Use SecondLife Rig". Seems my MH has not such export function :shock:

Perhaps the Opensim Rig is meant here:
Description:
Opensim-Skeleton (Second Life Skeleton) with 26 bones.

It's included in the standard setup.

Re: Making MakeHuman Avatars for Opensimulator and Second Li

PostPosted: Sat Jun 18, 2022 1:12 pm
by Danz+67
Thank you!

Re: Making MakeHuman Avatars for Opensimulator and Second Li

PostPosted: Sat Jun 18, 2022 2:00 pm
by tomcat
Danz+67 wrote:
9) Turn Use SecondLife Rig


nothing like that in my Makehuman is it necessary a plugin?

Just above, "SecondLife Rig" is the Opensim Rig from the standard install:
Description:
Opensim-Skeleton (Second Life Skeleton) with 26 bones.

Re: Making MakeHuman Avatars for Opensimulator and Second Li

PostPosted: Tue Jun 28, 2022 10:02 am
by Bo Orsini
I can't help I'm afraid.

That's an old tutorial from Mealea and I've stopped rigging for SL. Besides, it's pretty much all Bento now.

Cheers!

Re: Making MakeHuman Avatars for Opensimulator and Second Li

PostPosted: Sun Jul 17, 2022 6:51 pm
by punkduck
I did a try with bento skeleton 2019. It kinda worked.

http://www.makehumancommunity.org/forum/viewtopic.php?f=7&t=16927

it was a proof of concept. Meanwhile I am back to a modified MH skeleton and use that in Unreal Engine. Could be that I will also try one version, which is similar to the metahuman one, although I do not like hundreds of shapekeys for the face.

it was on Linux Ubuntu 18.04 using an open-simulator. The skeleton (without wings and tail) and a pose are available in the assets.
For wings and tail I have an extendet base-mesh. But 4 legs ... no chance.

Greetings
Punkduck