You will want to control which bone it attaches to. You could rez it in a sand box, or wear it but don't just let SL put it anywhere. Locate your new 3D mesh object in your inventory. Now click Upload and you will see your banked L drop by the previously worked out cost, and the Upload window closes. When done, that same button changes to an "Upload" button.ħ. Second Life will take a few seconds to spit out a cost. I don't know why, but I've added textures manually once I WEAR the model).Ħ, Click the "Calculate Weights & Fee" button. d) Check the following boxes - Include Textures - Include Skin Weight - Include Joint Positions (note, I have never actually had a texture upload. c) From the three tabs - select Upload Options. b) In the "This Model Represents" drop down, select your best type (in my case uploading body parts and clothing, I have been using the "Avatar Shape" selection). a) type a model name in the Model Name box. There are a number of fields and check boxes here to look at. Second Life then shows an UPLOAD MODEL window.ĥ. Locate your *yourname*.dae file on your confuser's hard-drive. Select UPLOAD - and from the next menu MODEL.ģ. At the bottom of the Inventory, click the plus sign "+". Load Second Life and open your Inventory Window.Ģ. Now to upload the *yourname*.dae into Second Life.ġ. And you will have a new *yourname*.dae file in the same folder as your project. The window reverts back to your 3D creation panel. Finally at the far right, Click the "Export COLLADA" button. After you select that, the box will still read "Operator Presets" but the selection inside has been changed.Ĥ. Click the arrows to show the menu and select "SL+Open Sim Rigged". The steps to upload an avatar or clothing model are:Ģ, From the top menu - File - Export - Collada.ģ, Blender changes the screen - look in the side panel for the Drop Down "Export COLLADA" The first selection shows "Operator Presets". I then modeled my own mesh, did custom weight painting, texture mapping, and either tiling or texture painting skin or fabric. I had to go back to version 2.76.įurther, I used the Second Life Demo avatars - both the Classic and the Bento - imported those into BLENDER, deleted their mesh but retained the armatures. I let BLENDER upgrade to the next version at one point but that new version was no longer compatible. The process to upload into SL is actually fairly easy. You may have seen these around Second Life with the brand name Ultra Vixen. I also make all my own clothes for my avatar body. (P.S.I am a mesh body designer, and I do NOT use Avastar. ( optional) Select " Texture Coordinate > UV" for the " Vector" input Select the desired image with the little Image icon Use the little "o" button next to " Color" and insert a " Image Texture" A Diffuse (pre-2.79) or Principled (post-2.79) shader will appear. In the Material tab, if not enabled, hit Use Nodes. How to use a texture as the object's material color The most basic use of a Texture is to determine the "Color" of a BSDF Shader Node. Since the adoption of Cycles and Eevee, the material specification is done using Nodes. to be used by the renderer, the texture must be part of a Material specification. The Texture view (removed in 2.80) or Texture Paint mode is used to display such textures as plain colors, whether or not they are supposed to be colors. A texture could be many things: color-coded density of hair, normal maps, bump maps, mixing factor between materials. This doesn't only apply to images representing the diffuse color of the object. The concept however stays the same:Ī texture, by itself, is just "information": an image whose coordinates are mapped to the surface of a 3D object. The accepted answer applies to the soon discontinued "Blender Internal" renderer and has become obsolete.
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